@babylonjs/core 6.35.0 → 6.36.0

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Files changed (52) hide show
  1. package/Compute/computeShader.d.ts +2 -2
  2. package/Compute/computeShader.js.map +1 -1
  3. package/Engines/ICanvas.d.ts +4 -0
  4. package/Engines/ICanvas.js.map +1 -1
  5. package/Engines/WebGPU/Extensions/index.d.ts +0 -2
  6. package/Engines/WebGPU/Extensions/index.js +0 -2
  7. package/Engines/WebGPU/Extensions/index.js.map +1 -1
  8. package/Engines/engineCapabilities.d.ts +2 -0
  9. package/Engines/engineCapabilities.js.map +1 -1
  10. package/Engines/nativeEngine.js +1 -0
  11. package/Engines/nativeEngine.js.map +1 -1
  12. package/Engines/nullEngine.js +1 -0
  13. package/Engines/nullEngine.js.map +1 -1
  14. package/Engines/thinEngine.js +4 -2
  15. package/Engines/thinEngine.js.map +1 -1
  16. package/Engines/webgpuEngine.d.ts +52 -1
  17. package/Engines/webgpuEngine.js +133 -0
  18. package/Engines/webgpuEngine.js.map +1 -1
  19. package/Gizmos/boundingBoxGizmo.d.ts +6 -0
  20. package/Gizmos/boundingBoxGizmo.js +28 -3
  21. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  22. package/Materials/Node/nodeMaterial.d.ts +2 -2
  23. package/Materials/Node/nodeMaterial.js +2 -2
  24. package/Materials/Node/nodeMaterial.js.map +1 -1
  25. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +11 -1
  26. package/Materials/Textures/Procedurals/customProceduralTexture.js +3 -0
  27. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  28. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +13 -2
  29. package/Materials/Textures/Procedurals/proceduralTexture.js +12 -14
  30. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  31. package/Materials/Textures/dynamicTexture.d.ts +5 -0
  32. package/Materials/Textures/dynamicTexture.js +13 -0
  33. package/Materials/Textures/dynamicTexture.js.map +1 -1
  34. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js +8 -9
  35. package/PostProcesses/RenderPipeline/Pipelines/ssrRenderingPipeline.js.map +1 -1
  36. package/Rendering/geometryBufferRenderer.d.ts +14 -2
  37. package/Rendering/geometryBufferRenderer.js +40 -6
  38. package/Rendering/geometryBufferRenderer.js.map +1 -1
  39. package/Rendering/geometryBufferRendererSceneComponent.d.ts +9 -3
  40. package/Rendering/geometryBufferRendererSceneComponent.js +2 -2
  41. package/Rendering/geometryBufferRendererSceneComponent.js.map +1 -1
  42. package/Shaders/geometry.fragment.js +3 -0
  43. package/Shaders/geometry.fragment.js.map +1 -1
  44. package/Shaders/screenSpaceReflection2.fragment.js +6 -0
  45. package/Shaders/screenSpaceReflection2.fragment.js.map +1 -1
  46. package/package.json +1 -1
  47. package/Engines/WebGPU/Extensions/engine.dynamicBuffer.d.ts +0 -1
  48. package/Engines/WebGPU/Extensions/engine.dynamicBuffer.js +0 -44
  49. package/Engines/WebGPU/Extensions/engine.dynamicBuffer.js.map +0 -1
  50. package/Engines/WebGPU/Extensions/engine.uniformBuffer.d.ts +0 -1
  51. package/Engines/WebGPU/Extensions/engine.uniformBuffer.js +0 -46
  52. package/Engines/WebGPU/Extensions/engine.uniformBuffer.js.map +0 -1
@@ -1 +1 @@
1
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{ Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/geometry.fragment\";\r\nimport \"../Shaders/geometry.vertex\";\r\nimport { MaterialFlags } from \"../Materials/materialFlags\";\r\nimport { addClipPlaneUniforms, bindClipPlane, prepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\n/** @internal */\r\ninterface ISavedTransformationMatrix {\r\n world: Matrix;\r\n viewProjection: Matrix;\r\n}\r\n\r\n/** list the uniforms used by the geometry renderer */\r\nconst uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"view\",\r\n \"previousWorld\",\r\n \"previousViewProjection\",\r\n \"mPreviousBones\",\r\n \"bumpMatrix\",\r\n \"reflectivityMatrix\",\r\n \"albedoMatrix\",\r\n \"reflectivityColor\",\r\n \"albedoColor\",\r\n \"metallic\",\r\n \"glossiness\",\r\n \"vTangentSpaceParams\",\r\n \"vBumpInfos\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"boneTextureWidth\",\r\n];\r\naddClipPlaneUniforms(uniforms);\r\n\r\n/**\r\n * This renderer is helpful to fill one of the render target with a geometry buffer.\r\n */\r\nexport class GeometryBufferRenderer {\r\n /**\r\n * Constant used to retrieve the depth texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.DEPTH_TEXTURE_INDEX)\r\n */\r\n public static readonly DEPTH_TEXTURE_TYPE = 0;\r\n /**\r\n * Constant used to retrieve the normal texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.NORMAL_TEXTURE_INDEX)\r\n */\r\n public static readonly NORMAL_TEXTURE_TYPE = 1;\r\n /**\r\n * Constant used to retrieve the position texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)\r\n */\r\n public static readonly POSITION_TEXTURE_TYPE = 2;\r\n /**\r\n * Constant used to retrieve the velocity texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)\r\n */\r\n public static readonly VELOCITY_TEXTURE_TYPE = 3;\r\n /**\r\n * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array\r\n * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)\r\n */\r\n public static readonly REFLECTIVITY_TEXTURE_TYPE = 4;\r\n\r\n /**\r\n * Dictionary used to store the previous transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousTransformationMatrices: { [index: number]: ISavedTransformationMatrix } = {};\r\n /**\r\n * Dictionary used to store the previous bones transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousBonesTransformationMatrices: { [index: number]: Float32Array } = {};\r\n /**\r\n * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).\r\n * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).\r\n */\r\n public excludedSkinnedMeshesFromVelocity: AbstractMesh[] = [];\r\n\r\n /** Gets or sets a boolean indicating if transparent meshes should be rendered */\r\n public renderTransparentMeshes = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals should be generated in world space (default: false, meaning normals are generated in view space)\r\n */\r\n public generateNormalsInWorldSpace = false;\r\n\r\n private _scene: Scene;\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _multiRenderTarget: MultiRenderTarget;\r\n private _ratioOrDimensions: number | { width: number; height: number };\r\n private _enablePosition: boolean = false;\r\n private _enableVelocity: boolean = false;\r\n private _enableReflectivity: boolean = false;\r\n private _depthFormat: number;\r\n private _clearColor = new Color4(0, 0, 0, 0);\r\n private _clearDepthColor = new Color4(1e8, 0, 0, 1); // \"infinity\" value - depth in the depth texture is view.z, not a 0..1 value!\r\n\r\n private _positionIndex: number = -1;\r\n private _velocityIndex: number = -1;\r\n private _reflectivityIndex: number = -1;\r\n private _depthIndex: number = -1;\r\n private _normalIndex: number = -1;\r\n\r\n private _linkedWithPrePass: boolean = false;\r\n private _prePassRenderer: PrePassRenderer;\r\n private _attachmentsFromPrePass: number[];\r\n private _useUbo: boolean;\r\n\r\n protected _cachedDefines: string;\r\n\r\n /**\r\n * @internal\r\n * Sets up internal structures to share outputs with PrePassRenderer\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _linkPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n this._linkedWithPrePass = true;\r\n this._prePassRenderer = prePassRenderer;\r\n\r\n if (this._multiRenderTarget) {\r\n // prevents clearing of the RT since it's done by prepass\r\n this._multiRenderTarget.onClearObservable.clear();\r\n this._multiRenderTarget.onClearObservable.add(() => {\r\n // pass\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Separates internal structures from PrePassRenderer so the geometry buffer can now operate by itself.\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _unlinkPrePassRenderer() {\r\n this._linkedWithPrePass = false;\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * @internal\r\n * Resets the geometry buffer layout\r\n */\r\n public _resetLayout() {\r\n this._enablePosition = false;\r\n this._enableReflectivity = false;\r\n this._enableVelocity = false;\r\n this._attachmentsFromPrePass = [];\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces a texture in the geometry buffer renderer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _forceTextureType(geometryBufferType: number, index: number) {\r\n if (geometryBufferType === GeometryBufferRenderer.POSITION_TEXTURE_TYPE) {\r\n this._positionIndex = index;\r\n this._enablePosition = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE) {\r\n this._velocityIndex = index;\r\n this._enableVelocity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE) {\r\n this._reflectivityIndex = index;\r\n this._enableReflectivity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.DEPTH_TEXTURE_TYPE) {\r\n this._depthIndex = index;\r\n } else if (geometryBufferType === GeometryBufferRenderer.NORMAL_TEXTURE_TYPE) {\r\n this._normalIndex = index;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Sets texture attachments\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _setAttachments(attachments: number[]) {\r\n this._attachmentsFromPrePass = attachments;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces the first texture which is hard coded as a depth texture in the geometry buffer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _linkInternalTexture(internalTexture: InternalTexture) {\r\n this._multiRenderTarget.setInternalTexture(internalTexture, 0, false);\r\n }\r\n\r\n /**\r\n * Gets the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public get renderList() {\r\n return this._multiRenderTarget.renderList;\r\n }\r\n\r\n /**\r\n * Set the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public set renderList(meshes: Nullable<AbstractMesh[]>) {\r\n this._multiRenderTarget.renderList = meshes;\r\n }\r\n\r\n /**\r\n * Gets whether or not G buffer are supported by the running hardware.\r\n * This requires draw buffer supports\r\n */\r\n public get isSupported(): boolean {\r\n return this._multiRenderTarget.isSupported;\r\n }\r\n\r\n /**\r\n * Returns the index of the given texture type in the G-Buffer textures array\r\n * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX\r\n * @returns the index of the given texture type in the G-Buffer textures array\r\n */\r\n public getTextureIndex(textureType: number): number {\r\n switch (textureType) {\r\n case GeometryBufferRenderer.POSITION_TEXTURE_TYPE:\r\n return this._positionIndex;\r\n case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE:\r\n return this._velocityIndex;\r\n case GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE:\r\n return this._reflectivityIndex;\r\n case GeometryBufferRenderer.DEPTH_TEXTURE_TYPE:\r\n return this._linkedWithPrePass ? this._depthIndex : 0;\r\n case GeometryBufferRenderer.NORMAL_TEXTURE_TYPE:\r\n return this._linkedWithPrePass ? this._normalIndex : 1;\r\n default:\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects positions are enabled for the G buffer.\r\n */\r\n public get enablePosition(): boolean {\r\n return this._enablePosition;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects positions are enabled for the G buffer.\r\n */\r\n public set enablePosition(enable: boolean) {\r\n this._enablePosition = enable;\r\n\r\n // PrePass handles index and texture links\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects velocities are enabled for the G buffer.\r\n */\r\n public get enableVelocity(): boolean {\r\n return this._enableVelocity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects velocities are enabled for the G buffer.\r\n */\r\n public set enableVelocity(enable: boolean) {\r\n this._enableVelocity = enable;\r\n\r\n if (!enable) {\r\n this._previousTransformationMatrices = {};\r\n }\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = enable;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects reflectivity are enabled in the G buffer.\r\n */\r\n public get enableReflectivity(): boolean {\r\n return this._enableReflectivity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects reflectivity are enabled for the G buffer.\r\n * For Metallic-Roughness workflow with ORM texture, we assume that ORM texture is defined according to the default layout:\r\n * pbr.useRoughnessFromMetallicTextureAlpha = false;\r\n * pbr.useRoughnessFromMetallicTextureGreen = true;\r\n * pbr.useMetallnessFromMetallicTextureBlue = true;\r\n */\r\n public set enableReflectivity(enable: boolean) {\r\n this._enableReflectivity = enable;\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * Gets the scene associated with the buffer.\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the ratio used by the buffer during its creation.\r\n * How big is the buffer related to the main canvas.\r\n */\r\n public get ratio(): number {\r\n return typeof this._ratioOrDimensions === \"object\" ? 1 : this._ratioOrDimensions;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"GeometryBufferRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Creates a new G Buffer for the scene\r\n * @param scene The scene the buffer belongs to\r\n * @param ratioOrDimensions How big is the buffer related to the main canvas (default: 1). You can also directly pass a width and height for the generated textures @since\r\n * @param depthFormat Format of the depth texture (default: Constants.TEXTUREFORMAT_DEPTH16)\r\n */\r\n constructor(scene: Scene, ratioOrDimensions: number | { width: number; height: number } = 1, depthFormat = Constants.TEXTUREFORMAT_DEPTH16) {\r\n this._scene = scene;\r\n this._ratioOrDimensions = ratioOrDimensions;\r\n this._useUbo = scene.getEngine().supportsUniformBuffers;\r\n this._depthFormat = depthFormat;\r\n\r\n GeometryBufferRenderer._SceneComponentInitialization(this._scene);\r\n\r\n // Render target\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * Checks whether everything is ready to render a submesh to the G buffer.\r\n * @param subMesh the submesh to check readiness for\r\n * @param useInstances is the mesh drawn using instance or not\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (material && material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n const mesh = subMesh.getMesh();\r\n\r\n // Alpha test\r\n if (material) {\r\n let needUv = false;\r\n if (material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(`#define ALPHATEST_UV${material.getAlphaTestTexture().coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (material.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n defines.push(\"#define BUMP\");\r\n defines.push(`#define BUMP_UV${material.bumpTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n let metallicWorkflow = false;\r\n // for PBR materials: cf. https://doc.babylonjs.com/features/featuresDeepDive/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicRoughnessTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (metallicWorkflow) {\r\n if (material.baseTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.baseTexture.coordinatesIndex + 1}`);\r\n if (material.baseTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.baseColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularGlossinessTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n if (material.specularGlossinessTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n } else {\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n defines.push(\"#define GLOSSINESS\");\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (metallicWorkflow) {\r\n if (material.albedoTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.albedoTexture.coordinatesIndex + 1}`);\r\n if (material.albedoTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.albedoColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.reflectivityTexture.coordinatesIndex + 1}`);\r\n if (material.reflectivityTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n } else if (material.reflectivityColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n if (material.microSurface !== null) {\r\n defines.push(\"#define GLOSSINESS\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n defines.push(\"#define REFLECTIVITYTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularTexture.coordinatesIndex + 1}`);\r\n if (material.specularTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n }\r\n\r\n if (needUv) {\r\n defines.push(\"#define NEED_UV\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n }\r\n\r\n // PrePass\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define PREPASS\");\r\n if (this._depthIndex !== -1) {\r\n defines.push(\"#define DEPTH_INDEX \" + this._depthIndex);\r\n defines.push(\"#define PREPASS_DEPTH\");\r\n }\r\n if (this._normalIndex !== -1) {\r\n defines.push(\"#define NORMAL_INDEX \" + this._normalIndex);\r\n defines.push(\"#define PREPASS_NORMAL\");\r\n }\r\n }\r\n\r\n // Buffers\r\n if (this._enablePosition) {\r\n defines.push(\"#define POSITION\");\r\n defines.push(\"#define POSITION_INDEX \" + this._positionIndex);\r\n }\r\n\r\n if (this._enableVelocity) {\r\n defines.push(\"#define VELOCITY\");\r\n defines.push(\"#define VELOCITY_INDEX \" + this._velocityIndex);\r\n if (this.excludedSkinnedMeshesFromVelocity.indexOf(mesh) === -1) {\r\n defines.push(\"#define BONES_VELOCITY_ENABLED\");\r\n }\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n defines.push(\"#define REFLECTIVITY\");\r\n defines.push(\"#define REFLECTIVITY_INDEX \" + this._reflectivityIndex);\r\n }\r\n\r\n if (this.generateNormalsInWorldSpace) {\r\n defines.push(\"#define NORMAL_WORLDSPACE\");\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BONETEXTURE \" + mesh.skeleton.isUsingTextureForMatrices);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton.bones.length + 1));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n defines.push(\"#define BONETEXTURE false\");\r\n defines.push(\"#define BonesPerMesh 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs, this._enableVelocity);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Setup textures count\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._attachmentsFromPrePass.length);\r\n } else {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._multiRenderTarget.textures.length);\r\n }\r\n\r\n prepareStringDefinesForClipPlanes(material, this._scene, defines);\r\n\r\n // Get correct effect\r\n const engine = this._scene.getEngine();\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"geometry\",\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n samplers: [\"diffuseSampler\", \"bumpSampler\", \"reflectivitySampler\", \"albedoSampler\", \"morphTargets\", \"boneSampler\"],\r\n defines: join,\r\n onCompiled: null,\r\n fallbacks: null,\r\n onError: null,\r\n uniformBuffersNames: [\"Scene\"],\r\n indexParameters: { buffersCount: this._multiRenderTarget.textures.length - 1, maxSimultaneousMorphTargets: numMorphInfluencers },\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the current underlying G Buffer.\r\n * @returns the buffer\r\n */\r\n public getGBuffer(): MultiRenderTarget {\r\n return this._multiRenderTarget;\r\n }\r\n\r\n /**\r\n * Gets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public get samples(): number {\r\n return this._multiRenderTarget.samples;\r\n }\r\n\r\n /**\r\n * Sets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public set samples(value: number) {\r\n this._multiRenderTarget.samples = value;\r\n }\r\n\r\n /**\r\n * Disposes the renderer and frees up associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._resizeObserver) {\r\n const engine = this._scene.getEngine();\r\n engine.onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n this.getGBuffer().dispose();\r\n }\r\n\r\n private _assignRenderTargetIndices(): [number, string[]] {\r\n const textureNames: string[] = [];\r\n let count = 2;\r\n\r\n textureNames.push(\"gBuffer_Depth\", \"gBuffer_Normal\");\r\n\r\n if (this._enablePosition) {\r\n this._positionIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Position\");\r\n }\r\n\r\n if (this._enableVelocity) {\r\n this._velocityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Velocity\");\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n this._reflectivityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Reflectivity\");\r\n }\r\n\r\n return [count, textureNames];\r\n }\r\n\r\n protected _createRenderTargets(): void {\r\n const engine = this._scene.getEngine();\r\n const [count, textureNames] = this._assignRenderTargetIndices();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (engine._caps.textureFloat && engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (engine._caps.textureHalfFloat && engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n const dimensions =\r\n (this._ratioOrDimensions as any).width !== undefined\r\n ? (this._ratioOrDimensions as { width: number; height: number })\r\n : { width: engine.getRenderWidth() * (this._ratioOrDimensions as number), height: engine.getRenderHeight() * (this._ratioOrDimensions as number) };\r\n\r\n this._multiRenderTarget = new MultiRenderTarget(\r\n \"gBuffer\",\r\n dimensions,\r\n count,\r\n this._scene,\r\n { generateMipMaps: false, generateDepthTexture: true, defaultType: type, depthTextureFormat: this._depthFormat },\r\n textureNames.concat(\"gBuffer_DepthBuffer\")\r\n );\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n this._multiRenderTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.refreshRate = 1;\r\n this._multiRenderTarget.renderParticles = false;\r\n this._multiRenderTarget.renderList = null;\r\n\r\n // Depth is always the first texture in the geometry buffer renderer!\r\n const layoutAttachmentsAll = [true];\r\n const layoutAttachmentsAllButDepth = [false];\r\n const layoutAttachmentsDepthOnly = [true];\r\n\r\n for (let i = 1; i < count; ++i) {\r\n layoutAttachmentsAll.push(true);\r\n layoutAttachmentsDepthOnly.push(false);\r\n layoutAttachmentsAllButDepth.push(true);\r\n }\r\n\r\n const attachmentsAll = engine.buildTextureLayout(layoutAttachmentsAll);\r\n const attachmentsAllButDepth = engine.buildTextureLayout(layoutAttachmentsAllButDepth);\r\n const attachmentsDepthOnly = engine.buildTextureLayout(layoutAttachmentsDepthOnly);\r\n\r\n this._multiRenderTarget.onClearObservable.add((engine) => {\r\n engine.bindAttachments(this.useSpecificClearForDepthTexture ? attachmentsAllButDepth : attachmentsAll);\r\n engine.clear(this._clearColor, true, true, true);\r\n if (this.useSpecificClearForDepthTexture) {\r\n engine.bindAttachments(attachmentsDepthOnly);\r\n engine.clear(this._clearDepthColor, true, true, true);\r\n }\r\n engine.bindAttachments(attachmentsAll);\r\n });\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n if (this._multiRenderTarget) {\r\n const dimensions =\r\n (this._ratioOrDimensions as any).width !== undefined\r\n ? (this._ratioOrDimensions as { width: number; height: number })\r\n : { width: engine.getRenderWidth() * (this._ratioOrDimensions as number), height: engine.getRenderHeight() * (this._ratioOrDimensions as number) };\r\n this._multiRenderTarget.resize(dimensions);\r\n }\r\n });\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n // Velocity\r\n if (this._enableVelocity && !this._previousTransformationMatrices[effectiveMesh.uniqueId]) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId] = {\r\n world: Matrix.Identity(),\r\n viewProjection: scene.getTransformMatrix(),\r\n };\r\n\r\n if (renderingMesh.skeleton) {\r\n const bonesTransformations = renderingMesh.skeleton.getTransformMatrices(renderingMesh);\r\n this._previousBonesTransformationMatrices[renderingMesh.uniqueId] = this._copyBonesTransformationMatrices(\r\n bonesTransformations,\r\n new Float32Array(bonesTransformations.length)\r\n );\r\n }\r\n }\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n const world = effectiveMesh.getWorldMatrix();\r\n\r\n if (this.isReady(subMesh, hardwareInstancedRendering)) {\r\n const drawWrapper = subMesh._getDrawWrapper();\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!this._useUbo) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n } else {\r\n MaterialHelper.BindSceneUniformBuffer(effect, this._scene.getSceneUniformBuffer());\r\n this._scene.finalizeSceneUbo();\r\n }\r\n\r\n let sideOrientation: Nullable<number>;\r\n const instanceDataStorage = (renderingMesh as Mesh)._instanceDataStorage;\r\n\r\n if (!instanceDataStorage.isFrozen && (material.backFaceCulling || renderingMesh.overrideMaterialSideOrientation !== null)) {\r\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = renderingMesh.overrideMaterialSideOrientation;\r\n if (sideOrientation === null) {\r\n sideOrientation = material.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n } else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n\r\n material._preBind(drawWrapper, sideOrientation);\r\n\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bump\r\n if (material.bumpTexture && scene.getEngine().getCaps().standardDerivatives && MaterialFlags.BumpTextureEnabled) {\r\n effect.setFloat3(\"vBumpInfos\", material.bumpTexture.coordinatesIndex, 1.0 / material.bumpTexture.level, material.parallaxScaleBias);\r\n effect.setMatrix(\"bumpMatrix\", material.bumpTexture.getTextureMatrix());\r\n effect.setTexture(\"bumpSampler\", material.bumpTexture);\r\n effect.setFloat2(\"vTangentSpaceParams\", material.invertNormalMapX ? -1.0 : 1.0, material.invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n\r\n // Reflectivity\r\n if (this._enableReflectivity) {\r\n // for PBR materials: cf. https://doc.babylonjs.com/features/featuresDeepDive/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicRoughnessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicRoughnessTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n if (material.baseTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.baseTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.baseTexture.getTextureMatrix());\r\n }\r\n if (material.baseColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.baseColor);\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularGlossinessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularGlossinessTexture.getTextureMatrix());\r\n } else {\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n effect.setFloat(\"glossiness\", material.glossiness);\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n\r\n if (material.roughness !== null || material.metallic !== null || material.metallicTexture !== null) {\r\n // MetallicRoughness Model\r\n if (material.albedoTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.albedoTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.albedoTexture.getTextureMatrix());\r\n }\r\n if (material.albedoColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.albedoColor);\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.reflectivityTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.reflectivityTexture.getTextureMatrix());\r\n } else if (material.reflectivityColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.reflectivityColor);\r\n }\r\n if (material.microSurface !== null) {\r\n effect.setFloat(\"glossiness\", material.microSurface);\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularTexture.getTextureMatrix());\r\n }\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(effect, material, this._scene);\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n const skeleton = renderingMesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(renderingMesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n\r\n if (this._enableVelocity) {\r\n effect.setMatrices(\"mPreviousBones\", this._previousBonesTransformationMatrices[renderingMesh.uniqueId]);\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n effect.setMatrix(\"previousWorld\", this._previousTransformationMatrices[effectiveMesh.uniqueId].world);\r\n effect.setMatrix(\"previousViewProjection\", this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection);\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, w) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", w);\r\n }\r\n });\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].world = world.clone();\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection = this._scene.getTransformMatrix().clone();\r\n if (renderingMesh.skeleton) {\r\n this._copyBonesTransformationMatrices(\r\n renderingMesh.skeleton.getTransformMatrices(renderingMesh),\r\n this._previousBonesTransformationMatrices[effectiveMesh.uniqueId]\r\n );\r\n }\r\n }\r\n };\r\n\r\n this._multiRenderTarget.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._multiRenderTarget.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n let index;\r\n\r\n if (this._linkedWithPrePass) {\r\n if (!this._prePassRenderer.enabled) {\r\n return;\r\n }\r\n this._scene.getEngine().bindAttachments(this._attachmentsFromPrePass);\r\n }\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n engine.setDepthWrite(false);\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.renderTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n }\r\n engine.setDepthWrite(true);\r\n };\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private _copyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n for (let i = 0; i < source.length; i++) {\r\n target[i] = source[i];\r\n }\r\n\r\n return target;\r\n }\r\n}\r\n"]}
1
+ 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{ Matrix } from \"../Maths/math.vector\";\r\nimport { VertexBuffer } from \"../Buffers/buffer\";\r\nimport type { SubMesh } from \"../Meshes/subMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport type { SmartArray } from \"../Misc/smartArray\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport type { InternalTexture } from \"../Materials/Textures/internalTexture\";\r\nimport { MultiRenderTarget } from \"../Materials/Textures/multiRenderTarget\";\r\nimport type { PrePassRenderer } from \"../Rendering/prePassRenderer\";\r\nimport { MaterialHelper } from \"../Materials/materialHelper\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Color4 } from \"../Maths/math.color\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport type { Engine } from \"../Engines/engine\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Material } from \"../Materials/material\";\r\n\r\nimport \"../Shaders/geometry.fragment\";\r\nimport \"../Shaders/geometry.vertex\";\r\nimport { MaterialFlags } from \"../Materials/materialFlags\";\r\nimport { addClipPlaneUniforms, bindClipPlane, prepareStringDefinesForClipPlanes } from \"../Materials/clipPlaneMaterialHelper\";\r\n\r\n/** @internal */\r\ninterface ISavedTransformationMatrix {\r\n world: Matrix;\r\n viewProjection: Matrix;\r\n}\r\n\r\n/** list the uniforms used by the geometry renderer */\r\nconst uniforms = [\r\n \"world\",\r\n \"mBones\",\r\n \"viewProjection\",\r\n \"diffuseMatrix\",\r\n \"view\",\r\n \"previousWorld\",\r\n \"previousViewProjection\",\r\n \"mPreviousBones\",\r\n \"bumpMatrix\",\r\n \"reflectivityMatrix\",\r\n \"albedoMatrix\",\r\n \"reflectivityColor\",\r\n \"albedoColor\",\r\n \"metallic\",\r\n \"glossiness\",\r\n \"vTangentSpaceParams\",\r\n \"vBumpInfos\",\r\n \"morphTargetInfluences\",\r\n \"morphTargetTextureInfo\",\r\n \"morphTargetTextureIndices\",\r\n \"boneTextureWidth\",\r\n];\r\naddClipPlaneUniforms(uniforms);\r\n\r\n/**\r\n * This renderer is helpful to fill one of the render target with a geometry buffer.\r\n */\r\nexport class GeometryBufferRenderer {\r\n /**\r\n * Constant used to retrieve the depth texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.DEPTH_TEXTURE_INDEX)\r\n */\r\n public static readonly DEPTH_TEXTURE_TYPE = 0;\r\n /**\r\n * Constant used to retrieve the normal texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.NORMAL_TEXTURE_INDEX)\r\n */\r\n public static readonly NORMAL_TEXTURE_TYPE = 1;\r\n /**\r\n * Constant used to retrieve the position texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)\r\n */\r\n public static readonly POSITION_TEXTURE_TYPE = 2;\r\n /**\r\n * Constant used to retrieve the velocity texture index in the G-Buffer textures array\r\n * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)\r\n */\r\n public static readonly VELOCITY_TEXTURE_TYPE = 3;\r\n /**\r\n * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array\r\n * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)\r\n */\r\n public static readonly REFLECTIVITY_TEXTURE_TYPE = 4;\r\n\r\n /**\r\n * Dictionary used to store the previous transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousTransformationMatrices: { [index: number]: ISavedTransformationMatrix } = {};\r\n /**\r\n * Dictionary used to store the previous bones transformation matrices of each rendered mesh\r\n * in order to compute objects velocities when enableVelocity is set to \"true\"\r\n * @internal\r\n */\r\n public _previousBonesTransformationMatrices: { [index: number]: Float32Array } = {};\r\n /**\r\n * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).\r\n * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).\r\n */\r\n public excludedSkinnedMeshesFromVelocity: AbstractMesh[] = [];\r\n\r\n /** Gets or sets a boolean indicating if transparent meshes should be rendered */\r\n public renderTransparentMeshes = true;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if normals should be generated in world space (default: false, meaning normals are generated in view space)\r\n */\r\n public generateNormalsInWorldSpace = false;\r\n\r\n private _normalsAreUnsigned = false;\r\n\r\n /**\r\n * Gets a boolean indicating if normals are encoded in the [0,1] range in the render target. If true, you should do `normal = normal_rt * 2.0 - 1.0` to get the right normal\r\n */\r\n public get normalsAreUnsigned() {\r\n return this._normalsAreUnsigned;\r\n }\r\n\r\n private _scene: Scene;\r\n private _resizeObserver: Nullable<Observer<Engine>> = null;\r\n private _multiRenderTarget: MultiRenderTarget;\r\n private _textureTypesAndFormats: { [key: number]: { textureType: number; textureFormat: number } };\r\n private _ratioOrDimensions: number | { width: number; height: number };\r\n private _enablePosition: boolean = false;\r\n private _enableVelocity: boolean = false;\r\n private _enableReflectivity: boolean = false;\r\n private _depthFormat: number;\r\n private _clearColor = new Color4(0, 0, 0, 0);\r\n private _clearDepthColor = new Color4(1e8, 0, 0, 1); // \"infinity\" value - depth in the depth texture is view.z, not a 0..1 value!\r\n\r\n private _positionIndex: number = -1;\r\n private _velocityIndex: number = -1;\r\n private _reflectivityIndex: number = -1;\r\n private _depthIndex: number = -1;\r\n private _normalIndex: number = -1;\r\n\r\n private _linkedWithPrePass: boolean = false;\r\n private _prePassRenderer: PrePassRenderer;\r\n private _attachmentsFromPrePass: number[];\r\n private _useUbo: boolean;\r\n\r\n protected _cachedDefines: string;\r\n\r\n /**\r\n * @internal\r\n * Sets up internal structures to share outputs with PrePassRenderer\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _linkPrePassRenderer(prePassRenderer: PrePassRenderer) {\r\n this._linkedWithPrePass = true;\r\n this._prePassRenderer = prePassRenderer;\r\n\r\n if (this._multiRenderTarget) {\r\n // prevents clearing of the RT since it's done by prepass\r\n this._multiRenderTarget.onClearObservable.clear();\r\n this._multiRenderTarget.onClearObservable.add(() => {\r\n // pass\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Separates internal structures from PrePassRenderer so the geometry buffer can now operate by itself.\r\n * This method should only be called by the PrePassRenderer itself\r\n */\r\n public _unlinkPrePassRenderer() {\r\n this._linkedWithPrePass = false;\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * @internal\r\n * Resets the geometry buffer layout\r\n */\r\n public _resetLayout() {\r\n this._enablePosition = false;\r\n this._enableReflectivity = false;\r\n this._enableVelocity = false;\r\n this._attachmentsFromPrePass = [];\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces a texture in the geometry buffer renderer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _forceTextureType(geometryBufferType: number, index: number) {\r\n if (geometryBufferType === GeometryBufferRenderer.POSITION_TEXTURE_TYPE) {\r\n this._positionIndex = index;\r\n this._enablePosition = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE) {\r\n this._velocityIndex = index;\r\n this._enableVelocity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE) {\r\n this._reflectivityIndex = index;\r\n this._enableReflectivity = true;\r\n } else if (geometryBufferType === GeometryBufferRenderer.DEPTH_TEXTURE_TYPE) {\r\n this._depthIndex = index;\r\n } else if (geometryBufferType === GeometryBufferRenderer.NORMAL_TEXTURE_TYPE) {\r\n this._normalIndex = index;\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * Sets texture attachments\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _setAttachments(attachments: number[]) {\r\n this._attachmentsFromPrePass = attachments;\r\n }\r\n\r\n /**\r\n * @internal\r\n * Replaces the first texture which is hard coded as a depth texture in the geometry buffer\r\n * Useful when linking textures of the prepass renderer\r\n */\r\n public _linkInternalTexture(internalTexture: InternalTexture) {\r\n this._multiRenderTarget.setInternalTexture(internalTexture, 0, false);\r\n }\r\n\r\n /**\r\n * Gets the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public get renderList() {\r\n return this._multiRenderTarget.renderList;\r\n }\r\n\r\n /**\r\n * Set the render list (meshes to be rendered) used in the G buffer.\r\n */\r\n public set renderList(meshes: Nullable<AbstractMesh[]>) {\r\n this._multiRenderTarget.renderList = meshes;\r\n }\r\n\r\n /**\r\n * Gets whether or not G buffer are supported by the running hardware.\r\n * This requires draw buffer supports\r\n */\r\n public get isSupported(): boolean {\r\n return this._multiRenderTarget.isSupported;\r\n }\r\n\r\n /**\r\n * Returns the index of the given texture type in the G-Buffer textures array\r\n * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX\r\n * @returns the index of the given texture type in the G-Buffer textures array\r\n */\r\n public getTextureIndex(textureType: number): number {\r\n switch (textureType) {\r\n case GeometryBufferRenderer.POSITION_TEXTURE_TYPE:\r\n return this._positionIndex;\r\n case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE:\r\n return this._velocityIndex;\r\n case GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE:\r\n return this._reflectivityIndex;\r\n case GeometryBufferRenderer.DEPTH_TEXTURE_TYPE:\r\n return this._linkedWithPrePass ? this._depthIndex : 0;\r\n case GeometryBufferRenderer.NORMAL_TEXTURE_TYPE:\r\n return this._linkedWithPrePass ? this._normalIndex : 1;\r\n default:\r\n return -1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects positions are enabled for the G buffer.\r\n */\r\n public get enablePosition(): boolean {\r\n return this._enablePosition;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects positions are enabled for the G buffer.\r\n */\r\n public set enablePosition(enable: boolean) {\r\n this._enablePosition = enable;\r\n\r\n // PrePass handles index and texture links\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects velocities are enabled for the G buffer.\r\n */\r\n public get enableVelocity(): boolean {\r\n return this._enableVelocity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects velocities are enabled for the G buffer.\r\n */\r\n public set enableVelocity(enable: boolean) {\r\n this._enableVelocity = enable;\r\n\r\n if (!enable) {\r\n this._previousTransformationMatrices = {};\r\n }\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n\r\n this._scene.needsPreviousWorldMatrices = enable;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if objects reflectivity are enabled in the G buffer.\r\n */\r\n public get enableReflectivity(): boolean {\r\n return this._enableReflectivity;\r\n }\r\n\r\n /**\r\n * Sets whether or not objects reflectivity are enabled for the G buffer.\r\n * For Metallic-Roughness workflow with ORM texture, we assume that ORM texture is defined according to the default layout:\r\n * pbr.useRoughnessFromMetallicTextureAlpha = false;\r\n * pbr.useRoughnessFromMetallicTextureGreen = true;\r\n * pbr.useMetallnessFromMetallicTextureBlue = true;\r\n */\r\n public set enableReflectivity(enable: boolean) {\r\n this._enableReflectivity = enable;\r\n\r\n if (!this._linkedWithPrePass) {\r\n this.dispose();\r\n this._createRenderTargets();\r\n }\r\n }\r\n\r\n /**\r\n * If set to true (default: false), the depth texture will be cleared with the depth value corresponding to the far plane (1 in normal mode, 0 in reverse depth buffer mode)\r\n * If set to false, the depth texture is always cleared with 0.\r\n */\r\n public useSpecificClearForDepthTexture = false;\r\n\r\n /**\r\n * Gets the scene associated with the buffer.\r\n */\r\n public get scene(): Scene {\r\n return this._scene;\r\n }\r\n\r\n /**\r\n * Gets the ratio used by the buffer during its creation.\r\n * How big is the buffer related to the main canvas.\r\n */\r\n public get ratio(): number {\r\n return typeof this._ratioOrDimensions === \"object\" ? 1 : this._ratioOrDimensions;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _SceneComponentInitialization: (scene: Scene) => void = (_) => {\r\n throw _WarnImport(\"GeometryBufferRendererSceneComponent\");\r\n };\r\n\r\n /**\r\n * Creates a new G Buffer for the scene\r\n * @param scene The scene the buffer belongs to\r\n * @param ratioOrDimensions How big is the buffer related to the main canvas (default: 1). You can also directly pass a width and height for the generated textures\r\n * @param depthFormat Format of the depth texture (default: Constants.TEXTUREFORMAT_DEPTH16)\r\n * @param textureTypesAndFormats The types and formats of textures to create as render targets. If not provided, all textures will be RGBA and float or half float, depending on the engine capabilities.\r\n */\r\n constructor(\r\n scene: Scene,\r\n ratioOrDimensions: number | { width: number; height: number } = 1,\r\n depthFormat = Constants.TEXTUREFORMAT_DEPTH16,\r\n textureTypesAndFormats?: { [key: number]: { textureType: number; textureFormat: number } }\r\n ) {\r\n this._scene = scene;\r\n this._ratioOrDimensions = ratioOrDimensions;\r\n this._useUbo = scene.getEngine().supportsUniformBuffers;\r\n this._depthFormat = depthFormat;\r\n this._textureTypesAndFormats = textureTypesAndFormats || {};\r\n\r\n GeometryBufferRenderer._SceneComponentInitialization(this._scene);\r\n\r\n // Render target\r\n this._createRenderTargets();\r\n }\r\n\r\n /**\r\n * Checks whether everything is ready to render a submesh to the G buffer.\r\n * @param subMesh the submesh to check readiness for\r\n * @param useInstances is the mesh drawn using instance or not\r\n * @returns true if ready otherwise false\r\n */\r\n public isReady(subMesh: SubMesh, useInstances: boolean): boolean {\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (material && material.disableDepthWrite) {\r\n return false;\r\n }\r\n\r\n const defines = [];\r\n const attribs = [VertexBuffer.PositionKind, VertexBuffer.NormalKind];\r\n const mesh = subMesh.getMesh();\r\n\r\n if (material) {\r\n let needUv = false;\r\n // Alpha test\r\n if (material.needAlphaTesting() && material.getAlphaTestTexture()) {\r\n defines.push(\"#define ALPHATEST\");\r\n defines.push(`#define ALPHATEST_UV${material.getAlphaTestTexture().coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n // Normal map texture\r\n if (material.bumpTexture && MaterialFlags.BumpTextureEnabled) {\r\n defines.push(\"#define BUMP\");\r\n defines.push(`#define BUMP_UV${material.bumpTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n let metallicWorkflow = false;\r\n // for PBR materials: cf. https://doc.babylonjs.com/features/featuresDeepDive/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicRoughnessTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n if (metallicWorkflow) {\r\n if (material.baseTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.baseTexture.coordinatesIndex + 1}`);\r\n if (material.baseTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.baseColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularGlossinessTexture.coordinatesIndex + 1}`);\r\n needUv = true;\r\n if (material.specularGlossinessTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n } else {\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n defines.push(\"#define GLOSSINESS\");\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n defines.push(\"#define ORMTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.metallicTexture.coordinatesIndex + 1}`);\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n needUv = true;\r\n metallicWorkflow = true;\r\n }\r\n if (material.metallic !== null) {\r\n defines.push(\"#define METALLIC\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (material.roughness !== null) {\r\n defines.push(\"#define ROUGHNESS\");\r\n defines.push(\"#define METALLICWORKFLOW\");\r\n metallicWorkflow = true;\r\n }\r\n\r\n if (metallicWorkflow) {\r\n if (material.albedoTexture !== null) {\r\n defines.push(\"#define ALBEDOTEXTURE\");\r\n defines.push(`#define ALBEDO_UV${material.albedoTexture.coordinatesIndex + 1}`);\r\n if (material.albedoTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAALBEDO\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.albedoColor !== null) {\r\n defines.push(\"#define ALBEDOCOLOR\");\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n defines.push(\"#define SPECULARGLOSSINESSTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.reflectivityTexture.coordinatesIndex + 1}`);\r\n if (material.reflectivityTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n } else if (material.reflectivityColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n if (material.microSurface !== null) {\r\n defines.push(\"#define GLOSSINESS\");\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n defines.push(\"#define REFLECTIVITYTEXTURE\");\r\n defines.push(`#define REFLECTIVITY_UV${material.specularTexture.coordinatesIndex + 1}`);\r\n if (material.specularTexture.gammaSpace) {\r\n defines.push(\"#define GAMMAREFLECTIVITYTEXTURE\");\r\n }\r\n needUv = true;\r\n }\r\n if (material.specularColor !== null) {\r\n defines.push(\"#define REFLECTIVITYCOLOR\");\r\n }\r\n }\r\n }\r\n\r\n if (needUv) {\r\n defines.push(\"#define NEED_UV\");\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UVKind)) {\r\n attribs.push(VertexBuffer.UVKind);\r\n defines.push(\"#define UV1\");\r\n }\r\n if (mesh.isVerticesDataPresent(VertexBuffer.UV2Kind)) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n defines.push(\"#define UV2\");\r\n }\r\n }\r\n }\r\n\r\n // PrePass\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define PREPASS\");\r\n if (this._depthIndex !== -1) {\r\n defines.push(\"#define DEPTH_INDEX \" + this._depthIndex);\r\n defines.push(\"#define PREPASS_DEPTH\");\r\n }\r\n if (this._normalIndex !== -1) {\r\n defines.push(\"#define NORMAL_INDEX \" + this._normalIndex);\r\n defines.push(\"#define PREPASS_NORMAL\");\r\n }\r\n }\r\n\r\n // Buffers\r\n if (this._enablePosition) {\r\n defines.push(\"#define POSITION\");\r\n defines.push(\"#define POSITION_INDEX \" + this._positionIndex);\r\n }\r\n\r\n if (this._enableVelocity) {\r\n defines.push(\"#define VELOCITY\");\r\n defines.push(\"#define VELOCITY_INDEX \" + this._velocityIndex);\r\n if (this.excludedSkinnedMeshesFromVelocity.indexOf(mesh) === -1) {\r\n defines.push(\"#define BONES_VELOCITY_ENABLED\");\r\n }\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n defines.push(\"#define REFLECTIVITY\");\r\n defines.push(\"#define REFLECTIVITY_INDEX \" + this._reflectivityIndex);\r\n }\r\n\r\n if (this.generateNormalsInWorldSpace) {\r\n defines.push(\"#define NORMAL_WORLDSPACE\");\r\n }\r\n\r\n if (this._normalsAreUnsigned) {\r\n defines.push(\"#define ENCODE_NORMAL\");\r\n }\r\n\r\n // Bones\r\n if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {\r\n attribs.push(VertexBuffer.MatricesIndicesKind);\r\n attribs.push(VertexBuffer.MatricesWeightsKind);\r\n if (mesh.numBoneInfluencers > 4) {\r\n attribs.push(VertexBuffer.MatricesIndicesExtraKind);\r\n attribs.push(VertexBuffer.MatricesWeightsExtraKind);\r\n }\r\n defines.push(\"#define NUM_BONE_INFLUENCERS \" + mesh.numBoneInfluencers);\r\n defines.push(\"#define BONETEXTURE \" + mesh.skeleton.isUsingTextureForMatrices);\r\n defines.push(\"#define BonesPerMesh \" + (mesh.skeleton.bones.length + 1));\r\n } else {\r\n defines.push(\"#define NUM_BONE_INFLUENCERS 0\");\r\n defines.push(\"#define BONETEXTURE false\");\r\n defines.push(\"#define BonesPerMesh 0\");\r\n }\r\n\r\n // Morph targets\r\n const morphTargetManager = (mesh as Mesh).morphTargetManager;\r\n let numMorphInfluencers = 0;\r\n if (morphTargetManager) {\r\n if (morphTargetManager.numInfluencers > 0) {\r\n numMorphInfluencers = morphTargetManager.numInfluencers;\r\n\r\n defines.push(\"#define MORPHTARGETS\");\r\n defines.push(\"#define NUM_MORPH_INFLUENCERS \" + numMorphInfluencers);\r\n if (morphTargetManager.isUsingTextureForTargets) {\r\n defines.push(\"#define MORPHTARGETS_TEXTURE\");\r\n }\r\n MaterialHelper.PrepareAttributesForMorphTargetsInfluencers(attribs, mesh, numMorphInfluencers);\r\n }\r\n }\r\n\r\n // Instances\r\n if (useInstances) {\r\n defines.push(\"#define INSTANCES\");\r\n MaterialHelper.PushAttributesForInstances(attribs, this._enableVelocity);\r\n if (subMesh.getRenderingMesh().hasThinInstances) {\r\n defines.push(\"#define THIN_INSTANCES\");\r\n }\r\n }\r\n\r\n // Setup textures count\r\n if (this._linkedWithPrePass) {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._attachmentsFromPrePass.length);\r\n } else {\r\n defines.push(\"#define RENDER_TARGET_COUNT \" + this._multiRenderTarget.textures.length);\r\n }\r\n\r\n prepareStringDefinesForClipPlanes(material, this._scene, defines);\r\n\r\n // Get correct effect\r\n const engine = this._scene.getEngine();\r\n const drawWrapper = subMesh._getDrawWrapper(undefined, true)!;\r\n const cachedDefines = drawWrapper.defines;\r\n const join = defines.join(\"\\n\");\r\n if (cachedDefines !== join) {\r\n drawWrapper.setEffect(\r\n engine.createEffect(\r\n \"geometry\",\r\n {\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n samplers: [\"diffuseSampler\", \"bumpSampler\", \"reflectivitySampler\", \"albedoSampler\", \"morphTargets\", \"boneSampler\"],\r\n defines: join,\r\n onCompiled: null,\r\n fallbacks: null,\r\n onError: null,\r\n uniformBuffersNames: [\"Scene\"],\r\n indexParameters: { buffersCount: this._multiRenderTarget.textures.length - 1, maxSimultaneousMorphTargets: numMorphInfluencers },\r\n },\r\n engine\r\n ),\r\n join\r\n );\r\n }\r\n\r\n return drawWrapper.effect!.isReady();\r\n }\r\n\r\n /**\r\n * Gets the current underlying G Buffer.\r\n * @returns the buffer\r\n */\r\n public getGBuffer(): MultiRenderTarget {\r\n return this._multiRenderTarget;\r\n }\r\n\r\n /**\r\n * Gets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public get samples(): number {\r\n return this._multiRenderTarget.samples;\r\n }\r\n\r\n /**\r\n * Sets the number of samples used to render the buffer (anti aliasing).\r\n */\r\n public set samples(value: number) {\r\n this._multiRenderTarget.samples = value;\r\n }\r\n\r\n /**\r\n * Disposes the renderer and frees up associated resources.\r\n */\r\n public dispose(): void {\r\n if (this._resizeObserver) {\r\n const engine = this._scene.getEngine();\r\n engine.onResizeObservable.remove(this._resizeObserver);\r\n this._resizeObserver = null;\r\n }\r\n this.getGBuffer().dispose();\r\n }\r\n\r\n private _assignRenderTargetIndices(): [number, string[], Array<{ textureType: number; textureFormat: number } | undefined>] {\r\n const textureNames: string[] = [];\r\n const textureTypesAndFormats: Array<{ textureType: number; textureFormat: number } | undefined> = [];\r\n let count = 2;\r\n\r\n textureNames.push(\"gBuffer_Depth\", \"gBuffer_Normal\");\r\n\r\n textureTypesAndFormats.push(this._textureTypesAndFormats[GeometryBufferRenderer.DEPTH_TEXTURE_TYPE]);\r\n textureTypesAndFormats.push(this._textureTypesAndFormats[GeometryBufferRenderer.NORMAL_TEXTURE_TYPE]);\r\n\r\n if (this._enablePosition) {\r\n this._positionIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Position\");\r\n textureTypesAndFormats.push(this._textureTypesAndFormats[GeometryBufferRenderer.POSITION_TEXTURE_TYPE]);\r\n }\r\n\r\n if (this._enableVelocity) {\r\n this._velocityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Velocity\");\r\n textureTypesAndFormats.push(this._textureTypesAndFormats[GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE]);\r\n }\r\n\r\n if (this._enableReflectivity) {\r\n this._reflectivityIndex = count;\r\n count++;\r\n textureNames.push(\"gBuffer_Reflectivity\");\r\n textureTypesAndFormats.push(this._textureTypesAndFormats[GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE]);\r\n }\r\n\r\n return [count, textureNames, textureTypesAndFormats];\r\n }\r\n\r\n protected _createRenderTargets(): void {\r\n const engine = this._scene.getEngine();\r\n const [count, textureNames, textureTypesAndFormat] = this._assignRenderTargetIndices();\r\n\r\n let type = Constants.TEXTURETYPE_UNSIGNED_BYTE;\r\n if (engine._caps.textureFloat && engine._caps.textureFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_FLOAT;\r\n } else if (engine._caps.textureHalfFloat && engine._caps.textureHalfFloatLinearFiltering) {\r\n type = Constants.TEXTURETYPE_HALF_FLOAT;\r\n }\r\n\r\n const dimensions =\r\n (this._ratioOrDimensions as any).width !== undefined\r\n ? (this._ratioOrDimensions as { width: number; height: number })\r\n : { width: engine.getRenderWidth() * (this._ratioOrDimensions as number), height: engine.getRenderHeight() * (this._ratioOrDimensions as number) };\r\n\r\n const textureTypes: number[] = [];\r\n const textureFormats: number[] = [];\r\n\r\n for (const typeAndFormat of textureTypesAndFormat) {\r\n if (typeAndFormat) {\r\n textureTypes.push(typeAndFormat.textureType);\r\n textureFormats.push(typeAndFormat.textureFormat);\r\n } else {\r\n textureTypes.push(type);\r\n textureFormats.push(Constants.TEXTUREFORMAT_RGBA);\r\n }\r\n }\r\n\r\n this._normalsAreUnsigned =\r\n textureTypes[GeometryBufferRenderer.NORMAL_TEXTURE_TYPE] === Constants.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV ||\r\n textureTypes[GeometryBufferRenderer.NORMAL_TEXTURE_TYPE] === Constants.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV;\r\n\r\n this._multiRenderTarget = new MultiRenderTarget(\r\n \"gBuffer\",\r\n dimensions,\r\n count,\r\n this._scene,\r\n { generateMipMaps: false, generateDepthTexture: true, types: textureTypes, formats: textureFormats, depthTextureFormat: this._depthFormat },\r\n textureNames.concat(\"gBuffer_DepthBuffer\")\r\n );\r\n if (!this.isSupported) {\r\n return;\r\n }\r\n this._multiRenderTarget.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n this._multiRenderTarget.refreshRate = 1;\r\n this._multiRenderTarget.renderParticles = false;\r\n this._multiRenderTarget.renderList = null;\r\n\r\n // Depth is always the first texture in the geometry buffer renderer!\r\n const layoutAttachmentsAll = [true];\r\n const layoutAttachmentsAllButDepth = [false];\r\n const layoutAttachmentsDepthOnly = [true];\r\n\r\n for (let i = 1; i < count; ++i) {\r\n layoutAttachmentsAll.push(true);\r\n layoutAttachmentsDepthOnly.push(false);\r\n layoutAttachmentsAllButDepth.push(true);\r\n }\r\n\r\n const attachmentsAll = engine.buildTextureLayout(layoutAttachmentsAll);\r\n const attachmentsAllButDepth = engine.buildTextureLayout(layoutAttachmentsAllButDepth);\r\n const attachmentsDepthOnly = engine.buildTextureLayout(layoutAttachmentsDepthOnly);\r\n\r\n this._multiRenderTarget.onClearObservable.add((engine) => {\r\n engine.bindAttachments(this.useSpecificClearForDepthTexture ? attachmentsAllButDepth : attachmentsAll);\r\n engine.clear(this._clearColor, true, true, true);\r\n if (this.useSpecificClearForDepthTexture) {\r\n engine.bindAttachments(attachmentsDepthOnly);\r\n engine.clear(this._clearDepthColor, true, true, true);\r\n }\r\n engine.bindAttachments(attachmentsAll);\r\n });\r\n\r\n this._resizeObserver = engine.onResizeObservable.add(() => {\r\n if (this._multiRenderTarget) {\r\n const dimensions =\r\n (this._ratioOrDimensions as any).width !== undefined\r\n ? (this._ratioOrDimensions as { width: number; height: number })\r\n : { width: engine.getRenderWidth() * (this._ratioOrDimensions as number), height: engine.getRenderHeight() * (this._ratioOrDimensions as number) };\r\n this._multiRenderTarget.resize(dimensions);\r\n }\r\n });\r\n\r\n // Custom render function\r\n const renderSubMesh = (subMesh: SubMesh): void => {\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n const effectiveMesh = subMesh.getEffectiveMesh();\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const material = <any>subMesh.getMaterial();\r\n\r\n if (!material) {\r\n return;\r\n }\r\n\r\n effectiveMesh._internalAbstractMeshDataInfo._isActiveIntermediate = false;\r\n\r\n // Velocity\r\n if (this._enableVelocity && !this._previousTransformationMatrices[effectiveMesh.uniqueId]) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId] = {\r\n world: Matrix.Identity(),\r\n viewProjection: scene.getTransformMatrix(),\r\n };\r\n\r\n if (renderingMesh.skeleton) {\r\n const bonesTransformations = renderingMesh.skeleton.getTransformMatrices(renderingMesh);\r\n this._previousBonesTransformationMatrices[renderingMesh.uniqueId] = this._copyBonesTransformationMatrices(\r\n bonesTransformations,\r\n new Float32Array(bonesTransformations.length)\r\n );\r\n }\r\n }\r\n\r\n // Managing instances\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n\r\n if (batch.mustReturn) {\r\n return;\r\n }\r\n\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n const world = effectiveMesh.getWorldMatrix();\r\n\r\n if (this.isReady(subMesh, hardwareInstancedRendering)) {\r\n const drawWrapper = subMesh._getDrawWrapper();\r\n\r\n if (!drawWrapper) {\r\n return;\r\n }\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n engine.enableEffect(drawWrapper);\r\n if (!hardwareInstancedRendering) {\r\n renderingMesh._bind(subMesh, effect, material.fillMode);\r\n }\r\n\r\n if (!this._useUbo) {\r\n effect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n effect.setMatrix(\"view\", scene.getViewMatrix());\r\n } else {\r\n MaterialHelper.BindSceneUniformBuffer(effect, this._scene.getSceneUniformBuffer());\r\n this._scene.finalizeSceneUbo();\r\n }\r\n\r\n let sideOrientation: Nullable<number>;\r\n const instanceDataStorage = (renderingMesh as Mesh)._instanceDataStorage;\r\n\r\n if (!instanceDataStorage.isFrozen && (material.backFaceCulling || renderingMesh.overrideMaterialSideOrientation !== null)) {\r\n const mainDeterminant = effectiveMesh._getWorldMatrixDeterminant();\r\n sideOrientation = renderingMesh.overrideMaterialSideOrientation;\r\n if (sideOrientation === null) {\r\n sideOrientation = material.sideOrientation;\r\n }\r\n if (mainDeterminant < 0) {\r\n sideOrientation = sideOrientation === Material.ClockWiseSideOrientation ? Material.CounterClockWiseSideOrientation : Material.ClockWiseSideOrientation;\r\n }\r\n } else {\r\n sideOrientation = instanceDataStorage.sideOrientation;\r\n }\r\n\r\n material._preBind(drawWrapper, sideOrientation);\r\n\r\n // Alpha test\r\n if (material.needAlphaTesting()) {\r\n const alphaTexture = material.getAlphaTestTexture();\r\n if (alphaTexture) {\r\n effect.setTexture(\"diffuseSampler\", alphaTexture);\r\n effect.setMatrix(\"diffuseMatrix\", alphaTexture.getTextureMatrix());\r\n }\r\n }\r\n\r\n // Bump\r\n if (material.bumpTexture && scene.getEngine().getCaps().standardDerivatives && MaterialFlags.BumpTextureEnabled) {\r\n effect.setFloat3(\"vBumpInfos\", material.bumpTexture.coordinatesIndex, 1.0 / material.bumpTexture.level, material.parallaxScaleBias);\r\n effect.setMatrix(\"bumpMatrix\", material.bumpTexture.getTextureMatrix());\r\n effect.setTexture(\"bumpSampler\", material.bumpTexture);\r\n effect.setFloat2(\"vTangentSpaceParams\", material.invertNormalMapX ? -1.0 : 1.0, material.invertNormalMapY ? -1.0 : 1.0);\r\n }\r\n\r\n // Reflectivity\r\n if (this._enableReflectivity) {\r\n // for PBR materials: cf. https://doc.babylonjs.com/features/featuresDeepDive/materials/using/masterPBR\r\n if (material.getClassName() === \"PBRMetallicRoughnessMaterial\") {\r\n // if it is a PBR material in MetallicRoughness Mode:\r\n if (material.metallicRoughnessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicRoughnessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicRoughnessTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n if (material.baseTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.baseTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.baseTexture.getTextureMatrix());\r\n }\r\n if (material.baseColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.baseColor);\r\n }\r\n } else if (material.getClassName() === \"PBRSpecularGlossinessMaterial\") {\r\n // if it is a PBR material in Specular/Glossiness Mode:\r\n if (material.specularGlossinessTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularGlossinessTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularGlossinessTexture.getTextureMatrix());\r\n } else {\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n if (material.glossiness !== null) {\r\n effect.setFloat(\"glossiness\", material.glossiness);\r\n }\r\n } else if (material.getClassName() === \"PBRMaterial\") {\r\n // if it is the bigger PBRMaterial\r\n if (material.metallicTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.metallicTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.metallicTexture.getTextureMatrix());\r\n }\r\n if (material.metallic !== null) {\r\n effect.setFloat(\"metallic\", material.metallic);\r\n }\r\n\r\n if (material.roughness !== null) {\r\n effect.setFloat(\"glossiness\", 1.0 - material.roughness);\r\n }\r\n\r\n if (material.roughness !== null || material.metallic !== null || material.metallicTexture !== null) {\r\n // MetallicRoughness Model\r\n if (material.albedoTexture !== null) {\r\n effect.setTexture(\"albedoSampler\", material.albedoTexture);\r\n effect.setMatrix(\"albedoMatrix\", material.albedoTexture.getTextureMatrix());\r\n }\r\n if (material.albedoColor !== null) {\r\n effect.setColor3(\"albedoColor\", material.albedoColor);\r\n }\r\n } else {\r\n // SpecularGlossiness Model\r\n if (material.reflectivityTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.reflectivityTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.reflectivityTexture.getTextureMatrix());\r\n } else if (material.reflectivityColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.reflectivityColor);\r\n }\r\n if (material.microSurface !== null) {\r\n effect.setFloat(\"glossiness\", material.microSurface);\r\n }\r\n }\r\n } else if (material.getClassName() === \"StandardMaterial\") {\r\n // if StandardMaterial:\r\n if (material.specularTexture !== null) {\r\n effect.setTexture(\"reflectivitySampler\", material.specularTexture);\r\n effect.setMatrix(\"reflectivityMatrix\", material.specularTexture.getTextureMatrix());\r\n }\r\n if (material.specularColor !== null) {\r\n effect.setColor3(\"reflectivityColor\", material.specularColor);\r\n }\r\n }\r\n }\r\n\r\n // Clip plane\r\n bindClipPlane(effect, material, this._scene);\r\n\r\n // Bones\r\n if (renderingMesh.useBones && renderingMesh.computeBonesUsingShaders && renderingMesh.skeleton) {\r\n const skeleton = renderingMesh.skeleton;\r\n\r\n if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex(\"boneTextureWidth\") > -1) {\r\n const boneTexture = skeleton.getTransformMatrixTexture(renderingMesh);\r\n effect.setTexture(\"boneSampler\", boneTexture);\r\n effect.setFloat(\"boneTextureWidth\", 4.0 * (skeleton.bones.length + 1));\r\n } else {\r\n effect.setMatrices(\"mBones\", renderingMesh.skeleton.getTransformMatrices(renderingMesh));\r\n }\r\n\r\n if (this._enableVelocity) {\r\n effect.setMatrices(\"mPreviousBones\", this._previousBonesTransformationMatrices[renderingMesh.uniqueId]);\r\n }\r\n }\r\n\r\n // Morph targets\r\n MaterialHelper.BindMorphTargetParameters(renderingMesh, effect);\r\n if (renderingMesh.morphTargetManager && renderingMesh.morphTargetManager.isUsingTextureForTargets) {\r\n renderingMesh.morphTargetManager._bind(effect);\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n effect.setMatrix(\"previousWorld\", this._previousTransformationMatrices[effectiveMesh.uniqueId].world);\r\n effect.setMatrix(\"previousViewProjection\", this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection);\r\n }\r\n\r\n if (hardwareInstancedRendering && renderingMesh.hasThinInstances) {\r\n effect.setMatrix(\"world\", world);\r\n }\r\n\r\n // Draw\r\n renderingMesh._processRendering(effectiveMesh, subMesh, effect, material.fillMode, batch, hardwareInstancedRendering, (isInstance, w) => {\r\n if (!isInstance) {\r\n effect.setMatrix(\"world\", w);\r\n }\r\n });\r\n }\r\n\r\n // Velocity\r\n if (this._enableVelocity) {\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].world = world.clone();\r\n this._previousTransformationMatrices[effectiveMesh.uniqueId].viewProjection = this._scene.getTransformMatrix().clone();\r\n if (renderingMesh.skeleton) {\r\n this._copyBonesTransformationMatrices(\r\n renderingMesh.skeleton.getTransformMatrices(renderingMesh),\r\n this._previousBonesTransformationMatrices[effectiveMesh.uniqueId]\r\n );\r\n }\r\n }\r\n };\r\n\r\n this._multiRenderTarget.customIsReadyFunction = (mesh: AbstractMesh, refreshRate: number, preWarm?: boolean) => {\r\n if ((preWarm || refreshRate === 0) && mesh.subMeshes) {\r\n for (let i = 0; i < mesh.subMeshes.length; ++i) {\r\n const subMesh = mesh.subMeshes[i];\r\n const material = subMesh.getMaterial();\r\n const renderingMesh = subMesh.getRenderingMesh();\r\n\r\n if (!material) {\r\n continue;\r\n }\r\n\r\n const batch = renderingMesh._getInstancesRenderList(subMesh._id, !!subMesh.getReplacementMesh());\r\n const hardwareInstancedRendering = engine.getCaps().instancedArrays && (batch.visibleInstances[subMesh._id] !== null || renderingMesh.hasThinInstances);\r\n\r\n if (!this.isReady(subMesh, hardwareInstancedRendering)) {\r\n return false;\r\n }\r\n }\r\n }\r\n\r\n return true;\r\n };\r\n\r\n this._multiRenderTarget.customRenderFunction = (\r\n opaqueSubMeshes: SmartArray<SubMesh>,\r\n alphaTestSubMeshes: SmartArray<SubMesh>,\r\n transparentSubMeshes: SmartArray<SubMesh>,\r\n depthOnlySubMeshes: SmartArray<SubMesh>\r\n ): void => {\r\n let index;\r\n\r\n if (this._linkedWithPrePass) {\r\n if (!this._prePassRenderer.enabled) {\r\n return;\r\n }\r\n this._scene.getEngine().bindAttachments(this._attachmentsFromPrePass);\r\n }\r\n\r\n if (depthOnlySubMeshes.length) {\r\n engine.setColorWrite(false);\r\n for (index = 0; index < depthOnlySubMeshes.length; index++) {\r\n renderSubMesh(depthOnlySubMeshes.data[index]);\r\n }\r\n engine.setColorWrite(true);\r\n }\r\n\r\n for (index = 0; index < opaqueSubMeshes.length; index++) {\r\n renderSubMesh(opaqueSubMeshes.data[index]);\r\n }\r\n\r\n engine.setDepthWrite(false);\r\n for (index = 0; index < alphaTestSubMeshes.length; index++) {\r\n renderSubMesh(alphaTestSubMeshes.data[index]);\r\n }\r\n\r\n if (this.renderTransparentMeshes) {\r\n for (index = 0; index < transparentSubMeshes.length; index++) {\r\n renderSubMesh(transparentSubMeshes.data[index]);\r\n }\r\n }\r\n engine.setDepthWrite(true);\r\n };\r\n }\r\n\r\n // Copies the bones transformation matrices into the target array and returns the target's reference\r\n private _copyBonesTransformationMatrices(source: Float32Array, target: Float32Array): Float32Array {\r\n for (let i = 0; i < source.length; i++) {\r\n target[i] = source[i];\r\n }\r\n\r\n return target;\r\n }\r\n}\r\n"]}
@@ -12,14 +12,20 @@ declare module "../scene" {
12
12
  geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
13
13
  /**
14
14
  * Enables a GeometryBufferRender and associates it with the scene
15
- * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution). You can also directly pass a width and height for the generated textures
15
+ * @param ratioOrDimensions defines the scaling ratio to apply to the renderer (1 by default which means same resolution). You can also directly pass a width and height for the generated textures
16
16
  * @param depthFormat Format of the depth texture (default: Constants.TEXTUREFORMAT_DEPTH16)
17
+ * @param textureTypesAndFormats The types and formats of textures to create as render targets. If not provided, all textures will be RGBA and float or half float, depending on the engine capabilities.
17
18
  * @returns the GeometryBufferRenderer
18
19
  */
19
- enableGeometryBufferRenderer(ratio?: number | {
20
+ enableGeometryBufferRenderer(ratioOrDimensions?: number | {
20
21
  width: number;
21
22
  height: number;
22
- }, depthFormat?: number): Nullable<GeometryBufferRenderer>;
23
+ }, depthFormat?: number, textureTypesAndFormats?: {
24
+ [key: number]: {
25
+ textureType: number;
26
+ textureFormat: number;
27
+ };
28
+ }): Nullable<GeometryBufferRenderer>;
23
29
  /**
24
30
  * Disables the GeometryBufferRender associated with the scene
25
31
  */
@@ -14,11 +14,11 @@ Object.defineProperty(Scene.prototype, "geometryBufferRenderer", {
14
14
  enumerable: true,
15
15
  configurable: true,
16
16
  });
17
- Scene.prototype.enableGeometryBufferRenderer = function (ratio = 1, depthFormat = 15) {
17
+ Scene.prototype.enableGeometryBufferRenderer = function (ratio = 1, depthFormat = 15, textureTypesAndFormats) {
18
18
  if (this._geometryBufferRenderer) {
19
19
  return this._geometryBufferRenderer;
20
20
  }
21
- this._geometryBufferRenderer = new GeometryBufferRenderer(this, ratio, depthFormat);
21
+ this._geometryBufferRenderer = new GeometryBufferRenderer(this, ratio, depthFormat, textureTypesAndFormats);
22
22
  if (!this._geometryBufferRenderer.isSupported) {
23
23
  this._geometryBufferRenderer = null;
24
24
  }
@@ -1 +1 @@
1
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You can also directly pass a width and height for the generated textures\r\n * @param depthFormat Format of the depth texture (default: Constants.TEXTUREFORMAT_DEPTH16)\r\n * @returns the GeometryBufferRenderer\r\n */\r\n enableGeometryBufferRenderer(ratio?: number | { width: number; height: number }, depthFormat?: number): Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Disables the GeometryBufferRender associated with the scene\r\n */\r\n disableGeometryBufferRenderer(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"geometryBufferRenderer\", {\r\n get: function (this: Scene) {\r\n return this._geometryBufferRenderer;\r\n },\r\n set: function (this: Scene, value: Nullable<GeometryBufferRenderer>) {\r\n if (value && value.isSupported) {\r\n this._geometryBufferRenderer = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableGeometryBufferRenderer = function (\r\n ratio: number | { width: number; height: number } = 1,\r\n depthFormat = Constants.TEXTUREFORMAT_DEPTH16\r\n): Nullable<GeometryBufferRenderer> {\r\n if (this._geometryBufferRenderer) {\r\n return this._geometryBufferRenderer;\r\n }\r\n\r\n this._geometryBufferRenderer = new GeometryBufferRenderer(this, ratio, depthFormat);\r\n if (!this._geometryBufferRenderer.isSupported) {\r\n this._geometryBufferRenderer = null;\r\n }\r\n\r\n return this._geometryBufferRenderer;\r\n};\r\n\r\nScene.prototype.disableGeometryBufferRenderer = function (): void {\r\n if (!this._geometryBufferRenderer) {\r\n return;\r\n }\r\n\r\n this._geometryBufferRenderer.dispose();\r\n this._geometryBufferRenderer = null;\r\n};\r\n\r\n/**\r\n * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class GeometryBufferRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n private _gatherRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._geometryBufferRenderer) {\r\n renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());\r\n }\r\n }\r\n}\r\n\r\nGeometryBufferRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER) as GeometryBufferRendererSceneComponent;\r\n if (!component) {\r\n component = new GeometryBufferRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
1
+ {"version":3,"file":"geometryBufferRendererSceneComponent.js","sourceRoot":"","sources":["../../../../dev/core/src/Rendering/geometryBufferRendererSceneComponent.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,KAAK,EAAE,MAAM,UAAU,CAAC;AAEjC,OAAO,EAAE,uBAAuB,EAAE,MAAM,mBAAmB,CAAC;AAG5D,OAAO,EAAE,sBAAsB,EAAE,MAAM,0BAA0B,CAAC;AAClE,OAAO,EAAE,SAAS,EAAE,MAAM,sBAAsB,CAAC;AAgCjD,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,SAAS,EAAE,wBAAwB,EAAE;IAC7D,GAAG,EAAE;QACD,OAAO,IAAI,CAAC,uBAAuB,CAAC;IACxC,CAAC;IACD,GAAG,EAAE,UAAuB,KAAuC;QAC/D,IAAI,KAAK,IAAI,KAAK,CAAC,WAAW,EAAE;YAC5B,IAAI,CAAC,uBAAuB,GAAG,KAAK,CAAC;SACxC;IACL,CAAC;IACD,UAAU,EAAE,IAAI;IAChB,YAAY,EAAE,IAAI;CACrB,CAAC,CAAC;AAEH,KAAK,CAAC,SAAS,CAAC,4BAA4B,GAAG,UAC3C,QAAoD,CAAC,EACrD,WAAW,GAAG,SAAS,CAAC,qBAAqB,EAC7C,sBAA0F;IAE1F,IAAI,IAAI,CAAC,uBAAuB,EAAE;QAC9B,OAAO,IAAI,CAAC,uBAAuB,CAAC;KACvC;IAED,IAAI,CAAC,uBAAuB,GAAG,IAAI,sBAAsB,CAAC,IAAI,EAAE,KAAK,EAAE,WAAW,EAAE,sBAAsB,CAAC,CAAC;IAC5G,IAAI,CAAC,IAAI,CAAC,uBAAuB,CAAC,WAAW,EAAE;QAC3C,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;KACvC;IAED,OAAO,IAAI,CAAC,uBAAuB,CAAC;AACxC,CAAC,CAAC;AAEF,KAAK,CAAC,SAAS,CAAC,6BAA6B,GAAG;IAC5C,IAAI,CAAC,IAAI,CAAC,uBAAuB,EAAE;QAC/B,OAAO;KACV;IAED,IAAI,CAAC,uBAAuB,CAAC,OAAO,EAAE,CAAC;IACvC,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC;AACxC,CAAC,CAAC;AAEF;;;GAGG;AACH,MAAM,OAAO,oCAAoC;IAW7C;;;OAGG;IACH,YAAY,KAAY;QAdxB;;WAEG;QACa,SAAI,GAAG,uBAAuB,CAAC,2BAA2B,CAAC;QAYvE,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,QAAQ;QACX,IAAI,CAAC,KAAK,CAAC,yBAAyB,CAAC,YAAY,CAAC,uBAAuB,CAAC,+CAA+C,EAAE,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,CAAC;IAChK,CAAC;IAED;;;OAGG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAED;;OAEG;IACI,OAAO;QACV,mCAAmC;IACvC,CAAC;IAEO,oBAAoB,CAAC,aAAyD;QAClF,IAAI,IAAI,CAAC,KAAK,CAAC,uBAAuB,EAAE;YACpC,aAAa,CAAC,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,uBAAuB,CAAC,UAAU,EAAE,CAAC,CAAC;SACvE;IACL,CAAC;CACJ;AAED,sBAAsB,CAAC,6BAA6B,GAAG,CAAC,KAAY,EAAE,EAAE;IACpE,gDAAgD;IAChD,IAAI,SAAS,GAAG,KAAK,CAAC,aAAa,CAAC,uBAAuB,CAAC,2BAA2B,CAAyC,CAAC;IACjI,IAAI,CAAC,SAAS,EAAE;QACZ,SAAS,GAAG,IAAI,oCAAoC,CAAC,KAAK,CAAC,CAAC;QAC5D,KAAK,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;KAClC;AACL,CAAC,CAAC","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { Scene } from \"../scene\";\r\nimport type { ISceneComponent } from \"../sceneComponent\";\r\nimport { SceneComponentConstants } from \"../sceneComponent\";\r\nimport type { SmartArrayNoDuplicate } from \"../Misc/smartArray\";\r\nimport type { RenderTargetTexture } from \"../Materials/Textures/renderTargetTexture\";\r\nimport { GeometryBufferRenderer } from \"./geometryBufferRenderer\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\ndeclare module \"../scene\" {\r\n export interface Scene {\r\n /** @internal (Backing field) */\r\n _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Gets or Sets the current geometry buffer associated to the scene.\r\n */\r\n geometryBufferRenderer: Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Enables a GeometryBufferRender and associates it with the scene\r\n * @param ratioOrDimensions defines the scaling ratio to apply to the renderer (1 by default which means same resolution). You can also directly pass a width and height for the generated textures\r\n * @param depthFormat Format of the depth texture (default: Constants.TEXTUREFORMAT_DEPTH16)\r\n * @param textureTypesAndFormats The types and formats of textures to create as render targets. If not provided, all textures will be RGBA and float or half float, depending on the engine capabilities.\r\n * @returns the GeometryBufferRenderer\r\n */\r\n enableGeometryBufferRenderer(\r\n ratioOrDimensions?: number | { width: number; height: number },\r\n depthFormat?: number,\r\n textureTypesAndFormats?: { [key: number]: { textureType: number; textureFormat: number } }\r\n ): Nullable<GeometryBufferRenderer>;\r\n\r\n /**\r\n * Disables the GeometryBufferRender associated with the scene\r\n */\r\n disableGeometryBufferRenderer(): void;\r\n }\r\n}\r\n\r\nObject.defineProperty(Scene.prototype, \"geometryBufferRenderer\", {\r\n get: function (this: Scene) {\r\n return this._geometryBufferRenderer;\r\n },\r\n set: function (this: Scene, value: Nullable<GeometryBufferRenderer>) {\r\n if (value && value.isSupported) {\r\n this._geometryBufferRenderer = value;\r\n }\r\n },\r\n enumerable: true,\r\n configurable: true,\r\n});\r\n\r\nScene.prototype.enableGeometryBufferRenderer = function (\r\n ratio: number | { width: number; height: number } = 1,\r\n depthFormat = Constants.TEXTUREFORMAT_DEPTH16,\r\n textureTypesAndFormats?: { [key: number]: { textureType: number; textureFormat: number } }\r\n): Nullable<GeometryBufferRenderer> {\r\n if (this._geometryBufferRenderer) {\r\n return this._geometryBufferRenderer;\r\n }\r\n\r\n this._geometryBufferRenderer = new GeometryBufferRenderer(this, ratio, depthFormat, textureTypesAndFormats);\r\n if (!this._geometryBufferRenderer.isSupported) {\r\n this._geometryBufferRenderer = null;\r\n }\r\n\r\n return this._geometryBufferRenderer;\r\n};\r\n\r\nScene.prototype.disableGeometryBufferRenderer = function (): void {\r\n if (!this._geometryBufferRenderer) {\r\n return;\r\n }\r\n\r\n this._geometryBufferRenderer.dispose();\r\n this._geometryBufferRenderer = null;\r\n};\r\n\r\n/**\r\n * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful\r\n * in several rendering techniques.\r\n */\r\nexport class GeometryBufferRendererSceneComponent implements ISceneComponent {\r\n /**\r\n * The component name helpful to identify the component in the list of scene components.\r\n */\r\n public readonly name = SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;\r\n\r\n /**\r\n * The scene the component belongs to.\r\n */\r\n public scene: Scene;\r\n\r\n /**\r\n * Creates a new instance of the component for the given scene\r\n * @param scene Defines the scene to register the component in\r\n */\r\n constructor(scene: Scene) {\r\n this.scene = scene;\r\n }\r\n\r\n /**\r\n * Registers the component in a given scene\r\n */\r\n public register(): void {\r\n this.scene._gatherRenderTargetsStage.registerStep(SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);\r\n }\r\n\r\n /**\r\n * Rebuilds the elements related to this component in case of\r\n * context lost for instance.\r\n */\r\n public rebuild(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n /**\r\n * Disposes the component and the associated resources\r\n */\r\n public dispose(): void {\r\n // Nothing to do for this component\r\n }\r\n\r\n private _gatherRenderTargets(renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>): void {\r\n if (this.scene._geometryBufferRenderer) {\r\n renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());\r\n }\r\n }\r\n}\r\n\r\nGeometryBufferRenderer._SceneComponentInitialization = (scene: Scene) => {\r\n // Register the G Buffer component to the scene.\r\n let component = scene._getComponent(SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER) as GeometryBufferRendererSceneComponent;\r\n if (!component) {\r\n component = new GeometryBufferRendererSceneComponent(scene);\r\n scene._addComponent(component);\r\n }\r\n};\r\n"]}
@@ -77,6 +77,9 @@ normalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));
77
77
  #else
78
78
  normalOutput=normalize(vNormalV);
79
79
  #endif
80
+ #ifdef ENCODE_NORMAL
81
+ normalOutput=normalOutput*0.5+0.5;
82
+ #endif
80
83
  #ifdef PREPASS
81
84
  #ifdef PREPASS_DEPTH
82
85
  gl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);
@@ -1 +1 @@
1
- {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+Hd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/mrtFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#ifdef BUMP\nvarying mat4 vWorldView;varying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;varying vec2 vReflectivityUV;\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;uniform sampler2D albedoSampler;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\n#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\n#endif\n#ifdef METALLIC\nuniform float metallic;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform float glossiness;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nuniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\nvoid main() {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nvec3 normalOutput;\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\n#endif\n#else\nnormalOutput=normalize(vNormalV);\n#endif\n#ifdef PREPASS\n#ifdef PREPASS_DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\n#endif\n#else\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);gl_FragData[1]=vec4(normalOutput,1.0);\n#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nfloat metal=1.0;float roughness=1.0;\n#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;roughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\n#endif\n#ifdef METALLIC\nmetal*=metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \n#endif\nreflectivity.a-=roughness;vec3 color=vec3(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\n#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=toLinearSpace(reflectivityColor.xyz);reflectivity.a=1.0;\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness; \n#endif\n#endif\ngl_FragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const geometryPixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"geometry.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/geometry.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,+CAA+C,CAAC;AACvD,OAAO,yCAAyC,CAAC;AACjD,OAAO,4CAA4C,CAAC;AACpD,OAAO,wCAAwC,CAAC;AAChD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,oCAAoC,CAAC;AAC5C,OAAO,+BAA+B,CAAC;AAEvC,MAAM,IAAI,GAAG,qBAAqB,CAAC;AACnC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkId,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/clipPlaneFragmentDeclaration\";\nimport \"./ShadersInclude/mrtFragmentDeclaration\";\nimport \"./ShadersInclude/bumpFragmentMainFunctions\";\nimport \"./ShadersInclude/bumpFragmentFunctions\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/clipPlaneFragment\";\nimport \"./ShadersInclude/bumpFragment\";\n\nconst name = \"geometryPixelShader\";\nconst shader = `#extension GL_EXT_draw_buffers : require\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\nprecision highp float;\n#ifdef BUMP\nvarying mat4 vWorldView;varying vec3 vNormalW;\n#else\nvarying vec3 vNormalV;\n#endif\nvarying vec4 vViewPos;\n#if defined(POSITION) || defined(BUMP)\nvarying vec3 vPositionW;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;varying vec4 vPreviousPosition;\n#endif\n#ifdef NEED_UV\nvarying vec2 vUV;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;uniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIVITY)\n#if defined(ORMTEXTURE) || defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nuniform sampler2D reflectivitySampler;varying vec2 vReflectivityUV;\n#endif\n#ifdef ALBEDOTEXTURE\nvarying vec2 vAlbedoUV;uniform sampler2D albedoSampler;\n#endif\n#ifdef REFLECTIVITYCOLOR\nuniform vec3 reflectivityColor;\n#endif\n#ifdef ALBEDOCOLOR\nuniform vec3 albedoColor;\n#endif\n#ifdef METALLIC\nuniform float metallic;\n#endif\n#if defined(ROUGHNESS) || defined(GLOSSINESS)\nuniform float glossiness;\n#endif\n#endif\n#if defined(ALPHATEST) && defined(NEED_UV)\nuniform sampler2D diffuseSampler;\n#endif\n#include<clipPlaneFragmentDeclaration>\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\n#include<bumpFragmentMainFunctions>\n#include<bumpFragmentFunctions>\n#include<helperFunctions>\nvoid main() {\n#include<clipPlaneFragment>\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nvec3 normalOutput;\n#ifdef BUMP\nvec3 normalW=normalize(vNormalW);\n#include<bumpFragment>\n#ifdef NORMAL_WORLDSPACE\nnormalOutput=normalW;\n#else\nnormalOutput=normalize(vec3(vWorldView*vec4(normalW,0.0)));\n#endif\n#else\nnormalOutput=normalize(vNormalV);\n#endif\n#ifdef ENCODE_NORMAL\nnormalOutput=normalOutput*0.5+0.5;\n#endif\n#ifdef PREPASS\n#ifdef PREPASS_DEPTH\ngl_FragData[DEPTH_INDEX]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n#endif\n#ifdef PREPASS_NORMAL\ngl_FragData[NORMAL_INDEX]=vec4(normalOutput,1.0);\n#endif\n#else\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);gl_FragData[1]=vec4(normalOutput,1.0);\n#endif\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPositionW,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;vec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;vec2 velocity=abs(a-b);velocity=vec2(pow(velocity.x,1.0/3.0),pow(velocity.y,1.0/3.0))*sign(a-b)*0.5+0.5;gl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n#ifdef REFLECTIVITY\nvec4 reflectivity=vec4(0.0,0.0,0.0,1.0);\n#ifdef METALLICWORKFLOW\nfloat metal=1.0;float roughness=1.0;\n#ifdef ORMTEXTURE\nmetal*=texture2D(reflectivitySampler,vReflectivityUV).b;roughness*=texture2D(reflectivitySampler,vReflectivityUV).g;\n#endif\n#ifdef METALLIC\nmetal*=metallic;\n#endif\n#ifdef ROUGHNESS\nroughness*=(1.0-glossiness); \n#endif\nreflectivity.a-=roughness;vec3 color=vec3(1.0);\n#ifdef ALBEDOTEXTURE\ncolor=texture2D(albedoSampler,vAlbedoUV).rgb;\n#ifdef GAMMAALBEDO\ncolor=toLinearSpace(color);\n#endif\n#endif\n#ifdef ALBEDOCOLOR\ncolor*=albedoColor.xyz;\n#endif\nreflectivity.rgb=mix(vec3(0.04),color,metal);\n#else\n#if defined(SPECULARGLOSSINESSTEXTURE) || defined(REFLECTIVITYTEXTURE)\nreflectivity=texture2D(reflectivitySampler,vReflectivityUV);\n#ifdef GAMMAREFLECTIVITYTEXTURE\nreflectivity.rgb=toLinearSpace(reflectivity.rgb);\n#endif\n#else \n#ifdef REFLECTIVITYCOLOR\nreflectivity.rgb=toLinearSpace(reflectivityColor.xyz);reflectivity.a=1.0;\n#endif\n#endif\n#ifdef GLOSSINESSS\nreflectivity.a*=glossiness; \n#endif\n#endif\ngl_FragData[REFLECTIVITY_INDEX]=reflectivity;\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const geometryPixelShader = { name, shader };\n"]}
@@ -61,6 +61,12 @@ return;}
61
61
  color=toLinearSpace(color);
62
62
  #endif
63
63
  vec2 texSize=vec2(textureSize(depthSampler,0));vec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz;
64
+ #ifdef SSR_DECODE_NORMAL
65
+ csNormal=csNormal*2.0-1.0;
66
+ #endif
67
+ #ifdef SSR_NORMAL_IS_IN_WORLDSPACE
68
+ csNormal=(view*vec4(csNormal,0.0)).xyz;
69
+ #endif
64
70
  float depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;vec3 csPosition=computeViewPosFromUVDepth(vUV,depth,projection,invProjectionMatrix);vec3 csViewDirection=normalize(csPosition);vec3 csReflectedVector=reflect(csViewDirection,csNormal);
65
71
  #ifdef SSR_USE_ENVIRONMENT_CUBE
66
72
  vec3 wReflectedVector=vec3(invView*vec4(csReflectedVector,0.0));
@@ -1 +1 @@
1
- {"version":3,"file":"screenSpaceReflection2.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/screenSpaceReflection2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkJd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2PixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,lod) texture2DLodEXT(s,c,lod)\n#define TEXTURECUBEFUNC(s,c,lod) textureLod(s,c,lod)\n#else\n#define TEXTUREFUNC(s,c,bias) texture2D(s,c,bias)\n#define TEXTURECUBEFUNC(s,c,bias) textureCube(s,c,bias)\n#endif\nuniform sampler2D textureSampler;varying vec2 vUV;\n#ifdef SSR_SUPPORTED\nuniform sampler2D reflectivitySampler;uniform sampler2D normalSampler;uniform sampler2D depthSampler;\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nuniform sampler2D backDepthSampler;uniform float backSizeFactor;\n#endif\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nuniform samplerCube envCubeSampler;\n#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nuniform vec3 vReflectionPosition;uniform vec3 vReflectionSize;\n#endif\n#endif\nuniform mat4 view;uniform mat4 invView;uniform mat4 projection;uniform mat4 invProjectionMatrix;uniform mat4 projectionPixel;uniform float nearPlaneZ;uniform float stepSize;uniform float maxSteps;uniform float strength;uniform float thickness;uniform float roughnessFactor;uniform float reflectionSpecularFalloffExponent;uniform float maxDistance;uniform float selfCollisionNumSkip;uniform float reflectivityThreshold;\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<screenSpaceRayTrace>\nvec3 hash(vec3 a)\n{a=fract(a*0.8);a+=dot(a,a.yxz+19.19);return fract((a.xxy+a.yxx)*a.zyx);}\nfloat computeAttenuationForIntersection(ivec2 hitPixel,vec2 hitUV,vec3 vsRayOrigin,vec3 vsHitPoint,vec3 reflectionVector,float maxRayDistance,float numIterations) {float attenuation=1.0;\n#ifdef SSR_ATTENUATE_SCREEN_BORDERS\nvec2 dCoords=smoothstep(0.2,0.6,abs(vec2(0.5,0.5)-hitUV.xy));attenuation*=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\n#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_DISTANCE\nattenuation*=1.0-clamp(distance(vsRayOrigin,vsHitPoint)/maxRayDistance,0.0,1.0);\n#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_NUMITERATIONS\nattenuation*=1.0-(numIterations/maxSteps);\n#endif\n#ifdef SSR_ATTENUATE_BACKFACE_REFLECTION\nvec3 reflectionNormal=texelFetch(normalSampler,hitPixel,0).xyz;float directionBasedAttenuation=smoothstep(-0.17,0.0,dot(reflectionNormal,-reflectionVector));attenuation*=directionBasedAttenuation;\n#endif\nreturn attenuation;}\n#endif\nvoid main()\n{\n#ifdef SSR_SUPPORTED\nvec4 colorFull=TEXTUREFUNC(textureSampler,vUV,0.0);vec3 color=colorFull.rgb;vec4 reflectivity=TEXTUREFUNC(reflectivitySampler,vUV,0.0);\n#ifndef SSR_DISABLE_REFLECTIVITY_TEST\nif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=reflectivityThreshold) {\n#ifdef SSR_USE_BLUR\ngl_FragColor=vec4(0.);\n#else\ngl_FragColor=colorFull;\n#endif\nreturn;}\n#endif\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpace(color);\n#endif\nvec2 texSize=vec2(textureSize(depthSampler,0));vec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz; \nfloat depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;vec3 csPosition=computeViewPosFromUVDepth(vUV,depth,projection,invProjectionMatrix);vec3 csViewDirection=normalize(csPosition);vec3 csReflectedVector=reflect(csViewDirection,csNormal);\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nvec3 wReflectedVector=vec3(invView*vec4(csReflectedVector,0.0));\n#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nvec4 worldPos=invView*vec4(csPosition,1.0);wReflectedVector=parallaxCorrectNormal(worldPos.xyz,normalize(wReflectedVector),vReflectionSize,vReflectionPosition);\n#endif\n#ifdef SSR_INVERTCUBICMAP\nwReflectedVector.y*=-1.0;\n#endif\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nwReflectedVector.z*=-1.0;\n#endif\nvec3 envColor=TEXTURECUBEFUNC(envCubeSampler,wReflectedVector,0.0).xyz;\n#ifdef SSR_ENVIRONMENT_CUBE_IS_GAMMASPACE\nenvColor=toLinearSpace(envColor);\n#endif\n#else\nvec3 envColor=color;\n#endif\nfloat reflectionAttenuation=1.0;bool rayHasHit=false;vec2 startPixel;vec2 hitPixel;vec3 hitPoint;float numIterations;\n#ifdef SSRAYTRACE_DEBUG\nvec3 debugColor;\n#endif\n#ifdef SSR_ATTENUATE_FACING_CAMERA\nreflectionAttenuation*=1.0-smoothstep(0.25,0.5,dot(-csViewDirection,csReflectedVector));\n#endif\nif (reflectionAttenuation>0.0) {\n#ifdef SSR_USE_BLUR\nvec3 jitt=vec3(0.);\n#else\nfloat roughness=1.0-reflectivity.a;vec3 jitt=mix(vec3(0.0),hash(csPosition)-vec3(0.5),roughness)*roughnessFactor; \n#endif\nvec2 uv2=vUV*texSize;float c=(uv2.x+uv2.y)*0.25;float jitter=mod(c,1.0); \nrayHasHit=traceScreenSpaceRay1(\ncsPosition,\nnormalize(csReflectedVector+jitt),\nprojectionPixel,\ndepthSampler,\ntexSize,\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nbackDepthSampler,\nbackSizeFactor,\n#endif\nthickness,\nnearPlaneZ,\nstepSize,\njitter,\nmaxSteps,\nmaxDistance,\nselfCollisionNumSkip,\nstartPixel,\nhitPixel,\nhitPoint,\nnumIterations\n#ifdef SSRAYTRACE_DEBUG\n,debugColor\n#endif\n);}\n#ifdef SSRAYTRACE_DEBUG\ngl_FragColor=vec4(debugColor,1.);return;\n#endif\nvec3 F0=reflectivity.rgb;vec3 fresnel=fresnelSchlickGGX(max(dot(csNormal,-csViewDirection),0.0),F0,vec3(1.));vec3 SSR=envColor;if (rayHasHit) {vec3 reflectedColor=texelFetch(textureSampler,ivec2(hitPixel),0).rgb;\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\nreflectedColor=toLinearSpace(reflectedColor);\n#endif\nreflectionAttenuation*=computeAttenuationForIntersection(ivec2(hitPixel),hitPixel/texSize,csPosition,hitPoint,csReflectedVector,maxDistance,numIterations);SSR=reflectedColor*reflectionAttenuation+(1.0-reflectionAttenuation)*envColor;}\n#ifndef SSR_BLEND_WITH_FRESNEL\nSSR*=fresnel;\n#endif\n#ifdef SSR_USE_BLUR\nfloat blur_radius=0.0;float roughness=1.0-reflectivity.a*(1.0-roughnessFactor);if (roughness>0.001) {float cone_angle=min(roughness,0.999)*3.14159265*0.5;float cone_len=distance(startPixel,hitPixel);float op_len=2.0*tan(cone_angle)*cone_len; \nfloat a=op_len;float h=cone_len;float a2=a*a;float fh2=4.0f*h*h;blur_radius=(a*(sqrt(a2+fh2)-a))/(4.0f*h);}\ngl_FragColor=vec4(SSR,blur_radius/255.0); \n#else\n#ifdef SSR_BLEND_WITH_FRESNEL\nvec3 reflectionMultiplier=clamp(pow(fresnel*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#else\nvec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#endif\nvec3 colorMultiplier=1.0-reflectionMultiplier;vec3 finalColor=(color*colorMultiplier)+(SSR*reflectionMultiplier);\n#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpace(finalColor);\n#endif\ngl_FragColor=vec4(finalColor,colorFull.a);\n#endif\n#else\ngl_FragColor=TEXTUREFUNC(textureSampler,vUV,0.0);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2PixelShader = { name, shader };\n"]}
1
+ {"version":3,"file":"screenSpaceReflection2.fragment.js","sourceRoot":"","sources":["../../../../dev/core/src/Shaders/screenSpaceReflection2.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,MAAM,wBAAwB,CAAC;AACrD,OAAO,kCAAkC,CAAC;AAC1C,OAAO,mCAAmC,CAAC;AAC3C,OAAO,sCAAsC,CAAC;AAE9C,MAAM,IAAI,GAAG,mCAAmC,CAAC;AACjD,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAwJd,CAAC;AACF,aAAa;AACb,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AACxC,gBAAgB;AAChB,MAAM,CAAC,MAAM,iCAAiC,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"../Engines/shaderStore\";\nimport \"./ShadersInclude/helperFunctions\";\nimport \"./ShadersInclude/pbrBRDFFunctions\";\nimport \"./ShadersInclude/screenSpaceRayTrace\";\n\nconst name = \"screenSpaceReflection2PixelShader\";\nconst shader = `#if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE)\n#define TEXTUREFUNC(s,c,lod) texture2DLodEXT(s,c,lod)\n#define TEXTURECUBEFUNC(s,c,lod) textureLod(s,c,lod)\n#else\n#define TEXTUREFUNC(s,c,bias) texture2D(s,c,bias)\n#define TEXTURECUBEFUNC(s,c,bias) textureCube(s,c,bias)\n#endif\nuniform sampler2D textureSampler;varying vec2 vUV;\n#ifdef SSR_SUPPORTED\nuniform sampler2D reflectivitySampler;uniform sampler2D normalSampler;uniform sampler2D depthSampler;\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nuniform sampler2D backDepthSampler;uniform float backSizeFactor;\n#endif\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nuniform samplerCube envCubeSampler;\n#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nuniform vec3 vReflectionPosition;uniform vec3 vReflectionSize;\n#endif\n#endif\nuniform mat4 view;uniform mat4 invView;uniform mat4 projection;uniform mat4 invProjectionMatrix;uniform mat4 projectionPixel;uniform float nearPlaneZ;uniform float stepSize;uniform float maxSteps;uniform float strength;uniform float thickness;uniform float roughnessFactor;uniform float reflectionSpecularFalloffExponent;uniform float maxDistance;uniform float selfCollisionNumSkip;uniform float reflectivityThreshold;\n#include<helperFunctions>\n#include<pbrBRDFFunctions>\n#include<screenSpaceRayTrace>\nvec3 hash(vec3 a)\n{a=fract(a*0.8);a+=dot(a,a.yxz+19.19);return fract((a.xxy+a.yxx)*a.zyx);}\nfloat computeAttenuationForIntersection(ivec2 hitPixel,vec2 hitUV,vec3 vsRayOrigin,vec3 vsHitPoint,vec3 reflectionVector,float maxRayDistance,float numIterations) {float attenuation=1.0;\n#ifdef SSR_ATTENUATE_SCREEN_BORDERS\nvec2 dCoords=smoothstep(0.2,0.6,abs(vec2(0.5,0.5)-hitUV.xy));attenuation*=clamp(1.0-(dCoords.x+dCoords.y),0.0,1.0);\n#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_DISTANCE\nattenuation*=1.0-clamp(distance(vsRayOrigin,vsHitPoint)/maxRayDistance,0.0,1.0);\n#endif\n#ifdef SSR_ATTENUATE_INTERSECTION_NUMITERATIONS\nattenuation*=1.0-(numIterations/maxSteps);\n#endif\n#ifdef SSR_ATTENUATE_BACKFACE_REFLECTION\nvec3 reflectionNormal=texelFetch(normalSampler,hitPixel,0).xyz;float directionBasedAttenuation=smoothstep(-0.17,0.0,dot(reflectionNormal,-reflectionVector));attenuation*=directionBasedAttenuation;\n#endif\nreturn attenuation;}\n#endif\nvoid main()\n{\n#ifdef SSR_SUPPORTED\nvec4 colorFull=TEXTUREFUNC(textureSampler,vUV,0.0);vec3 color=colorFull.rgb;vec4 reflectivity=TEXTUREFUNC(reflectivitySampler,vUV,0.0);\n#ifndef SSR_DISABLE_REFLECTIVITY_TEST\nif (max(reflectivity.r,max(reflectivity.g,reflectivity.b))<=reflectivityThreshold) {\n#ifdef SSR_USE_BLUR\ngl_FragColor=vec4(0.);\n#else\ngl_FragColor=colorFull;\n#endif\nreturn;}\n#endif\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\ncolor=toLinearSpace(color);\n#endif\nvec2 texSize=vec2(textureSize(depthSampler,0));vec3 csNormal=texelFetch(normalSampler,ivec2(vUV*texSize),0).xyz; \n#ifdef SSR_DECODE_NORMAL\ncsNormal=csNormal*2.0-1.0;\n#endif\n#ifdef SSR_NORMAL_IS_IN_WORLDSPACE\ncsNormal=(view*vec4(csNormal,0.0)).xyz;\n#endif\nfloat depth=texelFetch(depthSampler,ivec2(vUV*texSize),0).r;vec3 csPosition=computeViewPosFromUVDepth(vUV,depth,projection,invProjectionMatrix);vec3 csViewDirection=normalize(csPosition);vec3 csReflectedVector=reflect(csViewDirection,csNormal);\n#ifdef SSR_USE_ENVIRONMENT_CUBE\nvec3 wReflectedVector=vec3(invView*vec4(csReflectedVector,0.0));\n#ifdef SSR_USE_LOCAL_REFLECTIONMAP_CUBIC\nvec4 worldPos=invView*vec4(csPosition,1.0);wReflectedVector=parallaxCorrectNormal(worldPos.xyz,normalize(wReflectedVector),vReflectionSize,vReflectionPosition);\n#endif\n#ifdef SSR_INVERTCUBICMAP\nwReflectedVector.y*=-1.0;\n#endif\n#ifdef SSRAYTRACE_RIGHT_HANDED_SCENE\nwReflectedVector.z*=-1.0;\n#endif\nvec3 envColor=TEXTURECUBEFUNC(envCubeSampler,wReflectedVector,0.0).xyz;\n#ifdef SSR_ENVIRONMENT_CUBE_IS_GAMMASPACE\nenvColor=toLinearSpace(envColor);\n#endif\n#else\nvec3 envColor=color;\n#endif\nfloat reflectionAttenuation=1.0;bool rayHasHit=false;vec2 startPixel;vec2 hitPixel;vec3 hitPoint;float numIterations;\n#ifdef SSRAYTRACE_DEBUG\nvec3 debugColor;\n#endif\n#ifdef SSR_ATTENUATE_FACING_CAMERA\nreflectionAttenuation*=1.0-smoothstep(0.25,0.5,dot(-csViewDirection,csReflectedVector));\n#endif\nif (reflectionAttenuation>0.0) {\n#ifdef SSR_USE_BLUR\nvec3 jitt=vec3(0.);\n#else\nfloat roughness=1.0-reflectivity.a;vec3 jitt=mix(vec3(0.0),hash(csPosition)-vec3(0.5),roughness)*roughnessFactor; \n#endif\nvec2 uv2=vUV*texSize;float c=(uv2.x+uv2.y)*0.25;float jitter=mod(c,1.0); \nrayHasHit=traceScreenSpaceRay1(\ncsPosition,\nnormalize(csReflectedVector+jitt),\nprojectionPixel,\ndepthSampler,\ntexSize,\n#ifdef SSRAYTRACE_USE_BACK_DEPTHBUFFER\nbackDepthSampler,\nbackSizeFactor,\n#endif\nthickness,\nnearPlaneZ,\nstepSize,\njitter,\nmaxSteps,\nmaxDistance,\nselfCollisionNumSkip,\nstartPixel,\nhitPixel,\nhitPoint,\nnumIterations\n#ifdef SSRAYTRACE_DEBUG\n,debugColor\n#endif\n);}\n#ifdef SSRAYTRACE_DEBUG\ngl_FragColor=vec4(debugColor,1.);return;\n#endif\nvec3 F0=reflectivity.rgb;vec3 fresnel=fresnelSchlickGGX(max(dot(csNormal,-csViewDirection),0.0),F0,vec3(1.));vec3 SSR=envColor;if (rayHasHit) {vec3 reflectedColor=texelFetch(textureSampler,ivec2(hitPixel),0).rgb;\n#ifdef SSR_INPUT_IS_GAMMA_SPACE\nreflectedColor=toLinearSpace(reflectedColor);\n#endif\nreflectionAttenuation*=computeAttenuationForIntersection(ivec2(hitPixel),hitPixel/texSize,csPosition,hitPoint,csReflectedVector,maxDistance,numIterations);SSR=reflectedColor*reflectionAttenuation+(1.0-reflectionAttenuation)*envColor;}\n#ifndef SSR_BLEND_WITH_FRESNEL\nSSR*=fresnel;\n#endif\n#ifdef SSR_USE_BLUR\nfloat blur_radius=0.0;float roughness=1.0-reflectivity.a*(1.0-roughnessFactor);if (roughness>0.001) {float cone_angle=min(roughness,0.999)*3.14159265*0.5;float cone_len=distance(startPixel,hitPixel);float op_len=2.0*tan(cone_angle)*cone_len; \nfloat a=op_len;float h=cone_len;float a2=a*a;float fh2=4.0f*h*h;blur_radius=(a*(sqrt(a2+fh2)-a))/(4.0f*h);}\ngl_FragColor=vec4(SSR,blur_radius/255.0); \n#else\n#ifdef SSR_BLEND_WITH_FRESNEL\nvec3 reflectionMultiplier=clamp(pow(fresnel*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#else\nvec3 reflectionMultiplier=clamp(pow(reflectivity.rgb*strength,vec3(reflectionSpecularFalloffExponent)),0.0,1.0);\n#endif\nvec3 colorMultiplier=1.0-reflectionMultiplier;vec3 finalColor=(color*colorMultiplier)+(SSR*reflectionMultiplier);\n#ifdef SSR_OUTPUT_IS_GAMMA_SPACE\nfinalColor=toGammaSpace(finalColor);\n#endif\ngl_FragColor=vec4(finalColor,colorFull.a);\n#endif\n#else\ngl_FragColor=TEXTUREFUNC(textureSampler,vUV,0.0);\n#endif\n}\n`;\n// Sideeffect\nShaderStore.ShadersStore[name] = shader;\n/** @internal */\nexport const screenSpaceReflection2PixelShader = { name, shader };\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/core",
3
- "version": "6.35.0",
3
+ "version": "6.36.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -1 +0,0 @@
1
- export {};